von Marwitz
Forum Guru
AAR - WCW10 Stand And Die
I played this oldie but goldie by Scott Holst today. ROAR has it 50 Japanese / 43 Chinese as of 28.05.2023, so it has seen pretty much play with a quite balanced outcome overall.
The action is set in December 1937and pits a Japanese force of 11 squads + 2 crews led by three leaders with plenty of SW including a FT and supported by 5 tanks against an elite Chinese force of 12 squads led by three leaders including a 9-2 supported by a 75mm ART piece, reinforced in Turn 1 by no less than 2 German built PSW 222, 3 PzKpfw IA, 2 Italian built L3/35, and a 8-1 AL.
The objective for the Japanese is to cause more CVP than the Chinese. Each building location, of which there are 30, counts as 1 extra CVP for the side which controls it. The Chinese are the Scenario Defender.
The mapboard is subject to numerous adjustments, but when played with VASL, this is more of interest rather than a detriment. Drained Rice Paddies can be found - I rarely played with those, but luckily, the Drained variant is the most simple one, so they are easy to cope with even if unfamiliar with them.
Note to the below map: One ford is placed incorrectly - it should be in 24J7, not in 24J6.

As this was a face-to-face game, I have no VASL footage, so this AAR will be of a more general kind providing only one rough scetch of how the action developed. Blue Arrows show the Japanese Infantry movement. Red Arrows show the Japanese Armored movement. Green Arrows show Chinese positions & movement. Black Arrows show Chinese Armored movement.

Basic Plan:
The terrain leaves the Japanese three main approaches.
The eastern side of board 35 seems the most attractive for Infantry, as it offers the shortest route with the most cover towards the village, where plenty of Building Locations offer CVP for control. However, this route will funnel Japanese armor to some predictable paths.
An advance through the middle from the south is an obvious path, which at least some Japanese will take as they can easily capture five Building Locations (no Huts by SSR) that the Chinese will unlikely defend in earnest if at all.
The western half of board 35 coming from the south is possible, but the least attractive route, as there are no buildings up for grabs, there is not much Rout terrain, nor will there be fast movement due to Kunai. Finally, when taking this approach, the Stream needs to be crossed at some point.
As such, I assessed the most likely avenues of attack would be from the east of board 35 with the Schwerpunkt and from the south via the middle for a smaller force. As my Chinese would have numerous AFV, both Japanese forces would likely be supported by armor.
I divided my defensive Chinese force into three platoons each led by one leader. The fourth platoon would be reserves to be divided up to beef up some areas.
The first platoon led by the 8-1 set up in the 24Y9 through 35AA1 area to block the expected Japanese push from the east. A flanking Chinese unit sat in 24W5. This area would see Armored support depending on the enemy forces entering on this flank.
The second platoon would take positons in the Jungle/Swamp area roughly between 35J1 to 24N9. In case the Japanese would elect to have some forces attacking from the West, this platoon could put up some resistance. Otherwise, it could shift to threaten a Japanese push through the center and/or fall back into the village.
The third platoon would hold the village supported by the ART piece. It would see armored reinforcements depending on how the Japanese deployed for their attack.
A Chinese token force took up position north of the large pond to make a nuisance of itself.
Initial Japanese Attack (Turn 1):
The Japanese attack developed more or less as I expected.
In the middle South, a mixed platoon of 3 tanks entered, one of each type (along the Red Arrow). 3 Squads moved along to capture the row of 4 buildings. 1 squad, a 228+MMG, and a leader moved to take the 35P6 building.
In the East, the first Japanese "volunteer" Infantry unit was attacked in 24DD10, complicating movement for follow-ups. Next a platoon of one HA-GO and one TE-KE moved to 24BB10 and 24CC10. Anxious of the Open Ground and RFP in 24DD10, the rest of the Japanese Infantry detoured and took a safer route into the Jungle next to the Rice Paddies.
At this point, there was not much my Chinese defenders could do, but I opened up with my ART piece on the tanks approaching from the south. My western 2nd platoon shifted positions to threaten the center. The village received armored support in the form of one PSW (with radio) and a platoon of one Pz IA and one L3/35. The East saw my other PSW and a platoon of two Pz IAs and one L3/35. I felt that my 1st platoon was not strong enough to stem the Japanese onslaught and figured that if I had armor superiority in this sector, I might weaken the impetus of the enemy infantry should I manage to take out one or optimally both Japanese tanks there.
Stiff Chinese Resistance (Turn 2):
The German training of the elite Chinese units began to tell in Turn 2. One could also say that I diced the living sushi out of the Japanese - my dice were fine as his were plain bad.
While I could do nothing to prevent the Japanese to capture the row of four buildings in the south, I was able to take out the Japanese HA-GO in 35R2 with its dangerous (for my tin cans) 37 Gun. Just as importantly, I pasted the Japanese Infantry emerging from the Building in 35P6 twice, causing stripes and the loss of the 8-0 Leader. A PSW and a platoon with a Pz IA and a L3/35 reinforced the center of the village.
In the West, the HA-GO moved to 24BB9 to stop there, while the TE-KE crossed the Wall into AA10. The latter was taken out by a ROF tear and low rolling by my PSW in 24Z4. Some Japanese Infantry failed MCs to stripe.
In the Chinese half-turn, the CHI-RO in the center was shocked, being under fire by various weapons, thus reducing the Good Order tanks in this area to one. In the East, the remaining HA-GO traded shots with my armor, but without effect yet. Disasterously, the Chinese Sniper homed in on a concealed Japanese stack moving towards 24X10. Random Selection determined two possible targets and my gut feeling let me pick the right one: The Japanese 9-1 Leader was killed on the spot, reducing the Japanese to the 10-1 as their single remaining Leader. Some other shots were chipping off from the Japanese Infantry.
Things were going well, I could not complain.
Japanese Attack broken (Turn 3):
In the south, Japanese Infantry pushed on to 35N2 only to be striped and broken there immediately. Another Japanese squad emerging from the building south of the big Pond into the Kunai was striped as well, scurrying for the cover of the Unconfirmed Killed CHI-RO in 35R3. This tank was attacked by various weapons and destroyed, with the vehicular crew surviving. Yet, in the south, only the TE-KE, having the weakest weapon (only a CMG MA of 2FP) remained. It survived a ROF tear by a Chinese PSW, which was hit by the Sniper to be Recalled.
In the West, the Japanese 10-1 with accomanying squad stepped into a trap and were pasted. Improbably flunking their MCs, the 10-1 wounded to become a 9-0 and the squad striped. Unabashed, they wanted to do it the "Japanese Way" and - quite daringly - advanced into CC against the squad which had just punished them. Hand-to-Hand is dangerous business: Both the Japanese 9-0 + 348 DC/LMG and the defending Chinese 447/LMG mutually killed each other, leaving the Japanese without any surviving Leader. The HA-GO had success againt my L3/35, thus taking out the second Chinese AFV. However, as the PSW was Recalled, it did not generate any CVP for the Japanese. The L3/35 with a malfed MA only granted 4 CVP. The pleasure of having eliminated the L3/35 was shortlived, though, as immediately thereafter, the said HA-GO went up in a blaze, reducing the Japansese to a single TE-KE.
At this point, the Japanese had inflicted 8CVP and controlled 5 Building Locations.
The Chinese had inflicted 30CVP while still controlling 25 Building Locations.
With the Japanese armor having been reduced to one weak TE-KE, the Japanese Infantry having suffered significant casualties including all three Leaders, their situation look very grim. In turn, the Chinese had only lost two squads, one L3/35 and one PSW recalled. The prospects of the remaining Japanese TE-KE were doubtful, as various Chinese weapons had a bead on it. The Chinese armored force in the West was now free to concentrate on enemy Infantry.
The writing was on the wall, so we called it a win for my Chinese.
Post-Game Comments:
Without doubt, my dice were just fine and those of my opponent weren't. Almost all things of importance went my way with the EXC of the Japanese Sniper recalling one of my PSWs, and as such one of my most potent units. But even that could not make a difference any more.
I believe that the basic approach of my opponent was sound. Probably I would have attempted something very similar.
While our game was pretty one-sided in favor of the Chinese, ROAR has it pretty balanced with the Japanese being in the lead. I believe that the Chinese are dangerous as long as they do not take signifikant punishment or their Infantry starts to break. The Chinese do have more AFV, but the Japanese HA-GOs and the CHI-RO definitively have the more dangerous guns. If the Japanese manage to take out some Chinese AFV quickly, which is by no means unlikely, then the impetus of the Japanese will increase and the battle likely tilt towards them, making life for the Chinese much more difficult.
von Marwitz
I played this oldie but goldie by Scott Holst today. ROAR has it 50 Japanese / 43 Chinese as of 28.05.2023, so it has seen pretty much play with a quite balanced outcome overall.
The action is set in December 1937and pits a Japanese force of 11 squads + 2 crews led by three leaders with plenty of SW including a FT and supported by 5 tanks against an elite Chinese force of 12 squads led by three leaders including a 9-2 supported by a 75mm ART piece, reinforced in Turn 1 by no less than 2 German built PSW 222, 3 PzKpfw IA, 2 Italian built L3/35, and a 8-1 AL.
The objective for the Japanese is to cause more CVP than the Chinese. Each building location, of which there are 30, counts as 1 extra CVP for the side which controls it. The Chinese are the Scenario Defender.
The mapboard is subject to numerous adjustments, but when played with VASL, this is more of interest rather than a detriment. Drained Rice Paddies can be found - I rarely played with those, but luckily, the Drained variant is the most simple one, so they are easy to cope with even if unfamiliar with them.
Note to the below map: One ford is placed incorrectly - it should be in 24J7, not in 24J6.

As this was a face-to-face game, I have no VASL footage, so this AAR will be of a more general kind providing only one rough scetch of how the action developed. Blue Arrows show the Japanese Infantry movement. Red Arrows show the Japanese Armored movement. Green Arrows show Chinese positions & movement. Black Arrows show Chinese Armored movement.

Basic Plan:
The terrain leaves the Japanese three main approaches.
The eastern side of board 35 seems the most attractive for Infantry, as it offers the shortest route with the most cover towards the village, where plenty of Building Locations offer CVP for control. However, this route will funnel Japanese armor to some predictable paths.
An advance through the middle from the south is an obvious path, which at least some Japanese will take as they can easily capture five Building Locations (no Huts by SSR) that the Chinese will unlikely defend in earnest if at all.
The western half of board 35 coming from the south is possible, but the least attractive route, as there are no buildings up for grabs, there is not much Rout terrain, nor will there be fast movement due to Kunai. Finally, when taking this approach, the Stream needs to be crossed at some point.
As such, I assessed the most likely avenues of attack would be from the east of board 35 with the Schwerpunkt and from the south via the middle for a smaller force. As my Chinese would have numerous AFV, both Japanese forces would likely be supported by armor.
I divided my defensive Chinese force into three platoons each led by one leader. The fourth platoon would be reserves to be divided up to beef up some areas.
The first platoon led by the 8-1 set up in the 24Y9 through 35AA1 area to block the expected Japanese push from the east. A flanking Chinese unit sat in 24W5. This area would see Armored support depending on the enemy forces entering on this flank.
The second platoon would take positons in the Jungle/Swamp area roughly between 35J1 to 24N9. In case the Japanese would elect to have some forces attacking from the West, this platoon could put up some resistance. Otherwise, it could shift to threaten a Japanese push through the center and/or fall back into the village.
The third platoon would hold the village supported by the ART piece. It would see armored reinforcements depending on how the Japanese deployed for their attack.
A Chinese token force took up position north of the large pond to make a nuisance of itself.
Initial Japanese Attack (Turn 1):
The Japanese attack developed more or less as I expected.
In the middle South, a mixed platoon of 3 tanks entered, one of each type (along the Red Arrow). 3 Squads moved along to capture the row of 4 buildings. 1 squad, a 228+MMG, and a leader moved to take the 35P6 building.
In the East, the first Japanese "volunteer" Infantry unit was attacked in 24DD10, complicating movement for follow-ups. Next a platoon of one HA-GO and one TE-KE moved to 24BB10 and 24CC10. Anxious of the Open Ground and RFP in 24DD10, the rest of the Japanese Infantry detoured and took a safer route into the Jungle next to the Rice Paddies.
At this point, there was not much my Chinese defenders could do, but I opened up with my ART piece on the tanks approaching from the south. My western 2nd platoon shifted positions to threaten the center. The village received armored support in the form of one PSW (with radio) and a platoon of one Pz IA and one L3/35. The East saw my other PSW and a platoon of two Pz IAs and one L3/35. I felt that my 1st platoon was not strong enough to stem the Japanese onslaught and figured that if I had armor superiority in this sector, I might weaken the impetus of the enemy infantry should I manage to take out one or optimally both Japanese tanks there.
Stiff Chinese Resistance (Turn 2):
The German training of the elite Chinese units began to tell in Turn 2. One could also say that I diced the living sushi out of the Japanese - my dice were fine as his were plain bad.
While I could do nothing to prevent the Japanese to capture the row of four buildings in the south, I was able to take out the Japanese HA-GO in 35R2 with its dangerous (for my tin cans) 37 Gun. Just as importantly, I pasted the Japanese Infantry emerging from the Building in 35P6 twice, causing stripes and the loss of the 8-0 Leader. A PSW and a platoon with a Pz IA and a L3/35 reinforced the center of the village.
In the West, the HA-GO moved to 24BB9 to stop there, while the TE-KE crossed the Wall into AA10. The latter was taken out by a ROF tear and low rolling by my PSW in 24Z4. Some Japanese Infantry failed MCs to stripe.
In the Chinese half-turn, the CHI-RO in the center was shocked, being under fire by various weapons, thus reducing the Good Order tanks in this area to one. In the East, the remaining HA-GO traded shots with my armor, but without effect yet. Disasterously, the Chinese Sniper homed in on a concealed Japanese stack moving towards 24X10. Random Selection determined two possible targets and my gut feeling let me pick the right one: The Japanese 9-1 Leader was killed on the spot, reducing the Japanese to the 10-1 as their single remaining Leader. Some other shots were chipping off from the Japanese Infantry.
Things were going well, I could not complain.
Japanese Attack broken (Turn 3):
In the south, Japanese Infantry pushed on to 35N2 only to be striped and broken there immediately. Another Japanese squad emerging from the building south of the big Pond into the Kunai was striped as well, scurrying for the cover of the Unconfirmed Killed CHI-RO in 35R3. This tank was attacked by various weapons and destroyed, with the vehicular crew surviving. Yet, in the south, only the TE-KE, having the weakest weapon (only a CMG MA of 2FP) remained. It survived a ROF tear by a Chinese PSW, which was hit by the Sniper to be Recalled.
In the West, the Japanese 10-1 with accomanying squad stepped into a trap and were pasted. Improbably flunking their MCs, the 10-1 wounded to become a 9-0 and the squad striped. Unabashed, they wanted to do it the "Japanese Way" and - quite daringly - advanced into CC against the squad which had just punished them. Hand-to-Hand is dangerous business: Both the Japanese 9-0 + 348 DC/LMG and the defending Chinese 447/LMG mutually killed each other, leaving the Japanese without any surviving Leader. The HA-GO had success againt my L3/35, thus taking out the second Chinese AFV. However, as the PSW was Recalled, it did not generate any CVP for the Japanese. The L3/35 with a malfed MA only granted 4 CVP. The pleasure of having eliminated the L3/35 was shortlived, though, as immediately thereafter, the said HA-GO went up in a blaze, reducing the Japansese to a single TE-KE.
At this point, the Japanese had inflicted 8CVP and controlled 5 Building Locations.
The Chinese had inflicted 30CVP while still controlling 25 Building Locations.
With the Japanese armor having been reduced to one weak TE-KE, the Japanese Infantry having suffered significant casualties including all three Leaders, their situation look very grim. In turn, the Chinese had only lost two squads, one L3/35 and one PSW recalled. The prospects of the remaining Japanese TE-KE were doubtful, as various Chinese weapons had a bead on it. The Chinese armored force in the West was now free to concentrate on enemy Infantry.
The writing was on the wall, so we called it a win for my Chinese.
Post-Game Comments:
Without doubt, my dice were just fine and those of my opponent weren't. Almost all things of importance went my way with the EXC of the Japanese Sniper recalling one of my PSWs, and as such one of my most potent units. But even that could not make a difference any more.
I believe that the basic approach of my opponent was sound. Probably I would have attempted something very similar.
While our game was pretty one-sided in favor of the Chinese, ROAR has it pretty balanced with the Japanese being in the lead. I believe that the Chinese are dangerous as long as they do not take signifikant punishment or their Infantry starts to break. The Chinese do have more AFV, but the Japanese HA-GOs and the CHI-RO definitively have the more dangerous guns. If the Japanese manage to take out some Chinese AFV quickly, which is by no means unlikely, then the impetus of the Japanese will increase and the battle likely tilt towards them, making life for the Chinese much more difficult.
von Marwitz