ITR-2 #1 Debacle at Sung Kiang vs Darryl Lundy for VASLeague.
I won as attacking Japanese (18 Squads Equivalents, 2 of them Elite, + FT, 2X DC and three ACs) versus his Chinese 16 Squads, 9 of them Elite, 2 76 mm ART guns, and 2 ACs.
It's a Urban combat, partially on BFP board "B" , where the attackers must control at least 11 multihex buildings on 17 in total, 5 of them are Railroad Station/Factories (ITR special Rule 2.0), in 6,5 turns.
the Scenario looks balanced (and ROAR confirms this) althought this time Japanese won rather easily since Chineses already had lost 11 VC buildings by turn 6.
The scenario offers an high replayability and, in my opinion, deserves a positive vote. Both players have many choices and nothing appears obvius.
12 "?" and 4 fortified locations added in the Chinese OB are a valuable help for the defender.
The key is the clever use of MGs (for Chinese) and of the ACs (for the Japanese) to lay FLs and make the necessary "freezes" at the right moment, with an eye at the position of the enemy ordnance and MGs (all ACs have "0" AF).
The only criticism I need to write is about the lack of the classic SSR against the voluntary abandon of AFVs and the control of VC buildings by the dismounted vehicle crews.
Even it was unnecessary in this game, my AC were in position to allow their crews at the last turn to jump out of their vehicles and control more buildings if needed. In a scenario where there are many buildings as objective, and few MMC available to garrison them, specially in the end game, this half-line SSR should be mandatory.
I won as attacking Japanese (18 Squads Equivalents, 2 of them Elite, + FT, 2X DC and three ACs) versus his Chinese 16 Squads, 9 of them Elite, 2 76 mm ART guns, and 2 ACs.
It's a Urban combat, partially on BFP board "B" , where the attackers must control at least 11 multihex buildings on 17 in total, 5 of them are Railroad Station/Factories (ITR special Rule 2.0), in 6,5 turns.
the Scenario looks balanced (and ROAR confirms this) althought this time Japanese won rather easily since Chineses already had lost 11 VC buildings by turn 6.
The scenario offers an high replayability and, in my opinion, deserves a positive vote. Both players have many choices and nothing appears obvius.
12 "?" and 4 fortified locations added in the Chinese OB are a valuable help for the defender.
The key is the clever use of MGs (for Chinese) and of the ACs (for the Japanese) to lay FLs and make the necessary "freezes" at the right moment, with an eye at the position of the enemy ordnance and MGs (all ACs have "0" AF).
The only criticism I need to write is about the lack of the classic SSR against the voluntary abandon of AFVs and the control of VC buildings by the dismounted vehicle crews.
Even it was unnecessary in this game, my AC were in position to allow their crews at the last turn to jump out of their vehicles and control more buildings if needed. In a scenario where there are many buildings as objective, and few MMC available to garrison them, specially in the end game, this half-line SSR should be mandatory.
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