DM? Chuck H2O in his face
- Sep 1, 2003
- Reaction score
Played this recently as the Jpn.Curtis & I are about to sit down and have at this one, looks like an entertaining scenario.
I setup four squads with a leader to move outward and take positions where the US entry options could quickly get to the three VC path hexes.
The rest setup around the village to smash the 3.5 squad Ami force constrained to the orchards.
The two turn smashing was very successful, only a broken Ami HS fleeing the orchard survived. I was aided by two 75 Art hits and some shoddy Ami fire results.
The delaying squads did what Jpn squads do, stand firm, reduce slowly and make the Amis take them out in risky jungle CCs.
With the orchard force gone, I was able to gather around the VC path and village hexes and my opponent's superior firepower had no chance to get to most of the required VC hexes.
He conceded early in turn five.
Good tournament scenario. The SSRs stripping HIP and deployment capability from the Jpn are well thought out. I would also prohibit the sleaze of Jpn self breaking into two HS, thus circumventing the no deployment SSR ( I did not employ this unbalancing tactic).