Major Issues
Elder Member
I took a break from sewing my MAHGA hats (Make Austria-Hungary Great Again) to play some ASL. Walt wanted to play Red Devils, as part of his ongoing obsession with the occult and all things Satanic. I was the Godless Communists; Walt had the Red Devils.
Field artillery, in the form of C Battery
are spread out across two boards. To simulate their real fire support mission, the Chinese get a VP each time one fires at an onboard unit. So your dreams of blasting away with 30 FP six times a fire phase will be unrealized.
For support, they have Headquarters Battery
and Perimeter Force, which is 2 HTs and 4 HSs with 2 MMGs and 2 .50 cals. Only Perimeter Force can do anything on turn 1.
The Godless Communists have Infiltrators
that can set up on the edge of boards 19 and 44. The rest of the Horde comes in from offboard. Included are 8 - 4(1)7s, which are basically People With Pointy Sticks.
Chinese have multiple ways of getting VPs, but for simplicity, it's take one hex, kill M41s, make the M41s move or fire at you, or make them abandon the M41s. My goal was to take out the three M41s on board 19.
Walt had his HTs in the woods on both flanks. Two MGs were on the left, and I assumed that one was a .50 cal. The other .50 cal looked to be in the center, with one more MG on the right. My left board 44 infiltrators could get right up to the one halftrack. I was more conservative with the infiltrators on the right, but they advanced adjacent to the HT. Everyone else came charging up towards board 19. I didn't like all the open ground, but it looked like I would only have to deal with one .50 cal.
'course, I was wrong, and the other .50 was the lone MG on the right. Walt only had a little defensive fire, and it didn't do much. I took out the left HT in CC. Communist Chinese don't have to take PAATCs. Which is awesome. If you are the Chinese.
My MMG and HMG got set up on Level 1 on board 2 to harass his gun crews. The Pointy Sticks were on the left side of board 19, while everyone else was on the right side of 19.
One .50 cal broke an 8-0 and broke and reduced some stickmen. The infiltrators on the right got striped.
My turn 2, the infiltrators on the right stunned the HT. My MGs on the hill stunned a M41. My 8-0, who rallied under DM, wished he hadn't, as he and several stickmen were killed when the .50 cal went on a tear. My infiltrating 8-0 on the left broke, and I lost a HS, but I killed one MMG HS in CC. I took out the stunned HT on the right in CC.
Walt's turn 2, and his shooting was bad. I stun another M41 crew and break the .50 cal HS on the right.
My turn 3. A third M41 gets stunned by MG fire. I charge like a proper horde, just swarming two M41s and the remaining .50 cal. It goes on a tear, and takes out three stick squads, but one gets adjacent to him outside his CA. Walt fires two M41s out of desperation, mangling a couple squads, and a 1 FP residual takes out my 9-1 and a squad. Advancing Fire, Walt rolls a 12 on a MC with one M41 crew, leaving it abandoned. My one remaining stickman squad takes out the 9-1 and HS in CC. My board 44 infiltrators break the remaining MMG HS. Two M41s are destroyed in CC, and I have the 10 VPs I need for the win.
I took the one HS prisoner. Had the game continued, I would have been able to pick up a MMG and two .50 cals. I had units at least threatening three other M41s.
And what of Headquarters Battery through all this??? They aren't allowed to do anything on turn 1. Turn 2, Walt moved the crews into the hexes with the abandoned HTs. His turn 3, he would have been able to reoccupy them. The monster stack was ineffective shooting, and two squads that ran over to board 19 were only a little helpful, mostly in laying down the killer 1 residual.
Putting the Perimeter HTs in the woods was a mistake. And while the idea of protecting the woods on the board edges with the MGs is a good one, in reality HSs are just going to get swamped by stealthy Chinese.
Walt was wondering if he might have been better off running away with the board 19 M41s. It's a thought - I would get 2 points for each one moved, instead of 4 for killing each. But they can't do anything on turn 1, and would have to unlimber before moving. One was Pinned by a sniper one turn, and three were stunned, so the timing may not have been there to move two of them anyway.
Pics from the end of Chinese 2 and Chinese 3.
Field artillery, in the form of C Battery
are spread out across two boards. To simulate their real fire support mission, the Chinese get a VP each time one fires at an onboard unit. So your dreams of blasting away with 30 FP six times a fire phase will be unrealized.
For support, they have Headquarters Battery
and Perimeter Force, which is 2 HTs and 4 HSs with 2 MMGs and 2 .50 cals. Only Perimeter Force can do anything on turn 1.
The Godless Communists have Infiltrators
that can set up on the edge of boards 19 and 44. The rest of the Horde comes in from offboard. Included are 8 - 4(1)7s, which are basically People With Pointy Sticks.
Chinese have multiple ways of getting VPs, but for simplicity, it's take one hex, kill M41s, make the M41s move or fire at you, or make them abandon the M41s. My goal was to take out the three M41s on board 19.
Walt had his HTs in the woods on both flanks. Two MGs were on the left, and I assumed that one was a .50 cal. The other .50 cal looked to be in the center, with one more MG on the right. My left board 44 infiltrators could get right up to the one halftrack. I was more conservative with the infiltrators on the right, but they advanced adjacent to the HT. Everyone else came charging up towards board 19. I didn't like all the open ground, but it looked like I would only have to deal with one .50 cal.
'course, I was wrong, and the other .50 was the lone MG on the right. Walt only had a little defensive fire, and it didn't do much. I took out the left HT in CC. Communist Chinese don't have to take PAATCs. Which is awesome. If you are the Chinese.
My MMG and HMG got set up on Level 1 on board 2 to harass his gun crews. The Pointy Sticks were on the left side of board 19, while everyone else was on the right side of 19.
One .50 cal broke an 8-0 and broke and reduced some stickmen. The infiltrators on the right got striped.
My turn 2, the infiltrators on the right stunned the HT. My MGs on the hill stunned a M41. My 8-0, who rallied under DM, wished he hadn't, as he and several stickmen were killed when the .50 cal went on a tear. My infiltrating 8-0 on the left broke, and I lost a HS, but I killed one MMG HS in CC. I took out the stunned HT on the right in CC.
Walt's turn 2, and his shooting was bad. I stun another M41 crew and break the .50 cal HS on the right.
My turn 3. A third M41 gets stunned by MG fire. I charge like a proper horde, just swarming two M41s and the remaining .50 cal. It goes on a tear, and takes out three stick squads, but one gets adjacent to him outside his CA. Walt fires two M41s out of desperation, mangling a couple squads, and a 1 FP residual takes out my 9-1 and a squad. Advancing Fire, Walt rolls a 12 on a MC with one M41 crew, leaving it abandoned. My one remaining stickman squad takes out the 9-1 and HS in CC. My board 44 infiltrators break the remaining MMG HS. Two M41s are destroyed in CC, and I have the 10 VPs I need for the win.
I took the one HS prisoner. Had the game continued, I would have been able to pick up a MMG and two .50 cals. I had units at least threatening three other M41s.
And what of Headquarters Battery through all this??? They aren't allowed to do anything on turn 1. Turn 2, Walt moved the crews into the hexes with the abandoned HTs. His turn 3, he would have been able to reoccupy them. The monster stack was ineffective shooting, and two squads that ran over to board 19 were only a little helpful, mostly in laying down the killer 1 residual.
Putting the Perimeter HTs in the woods was a mistake. And while the idea of protecting the woods on the board edges with the MGs is a good one, in reality HSs are just going to get swamped by stealthy Chinese.
Walt was wondering if he might have been better off running away with the board 19 M41s. It's a thought - I would get 2 points for each one moved, instead of 4 for killing each. But they can't do anything on turn 1, and would have to unlimber before moving. One was Pinned by a sniper one turn, and three were stunned, so the timing may not have been there to move two of them anyway.
Pics from the end of Chinese 2 and Chinese 3.