Should try HC1 First Mananikau as Curtis Brooks & I thought this was the finest of that pack and had a blast with it. Also, HC3 Samurai Sunset is a hoot. HC3 would seem to be fairly one sided if you take a quick look at ROAR but there are only a VERY FEW recorded playings of this listed and I believe a very distorted view of the potential for this scenario. I actually rated Samurai Sunset higher for fun (especially) and potential balance of play than any of the other scenarios in this pack. JMHO of course.HC2 Bailey's Demise. Some aggressive searching by the Marine Raiders revealed a brick wall up-front defense (and caused plenty of search casualties). That combined with snakes on a mortar IFT roll and subsequent yahtzee on the KIA result, plus some gritty HtH CC meant I was down 4 squads and a leader by the end of the first game turn, plus a bunch of brokies. Skulking and skillful positional play by my opponent meant I was never able to bring my weight of fire to bear. I eventually managed to dislodge a 4-4-8 defending the approach to the bridge along the eastern river bank, with snakes in CC (is there any better time to roll them?) and infiltrating forwards, and I was able to send the bulk of my remaining units in this direction. Bailey managed to position himself nicely with a squad and MMG intending to sweep the jungle ringing the open ground around the bridge free of defenders, but true to the name of the scenario, he instead succumbed to an ambush. That left 7 VP worth of units, including my last remaining leader, to run the gauntlet of MG, mortar and small arms fire to get 6 VP over the bridge. Some lucky smoke grenade placement wasn't enough, only a half-squad got across, the rest were pinned, broken or vapourised only metres from their objective.
I absolutely loved this scenario, my first real foray into playing against Japanese in jungle (albeit light jungle here), and what a hoot it is. Time to get serious with some dense jungle, perhaps even at night. Any recommendations for the next one?
Interested in this scenario, any recall of play time (5 hours+)? and which side Germans or American won? Thanks--BR7 Gavin Counterattack
Al Salzman and I played this offering from Advancing Fire (AF) two weeks ago, just now getting around to putting up an AAR. It was a fun and tense scenario. I absolutely love the AF HASL maps and it was joy to play on them. The scenario was fun and Al would go on to a well earned victory a turn before the end. We chose to keep slopes slopes and ignore the hillock rules. Neither of us felt confident enough in tackling this not well defined AAR, nor trying to comprehend how it played out across the the rest of the terrain. I am certain it helps the German greatly to have Hillocks in effect, allowing better firing positions for the Marder. We had fun so a fun and successful day was had by by all. Hopefully, I will have a chance to play more of the Biazza Ridge scenarios in the future.
We played 4 hours I guess, took a break for lunch about half way and I lost track of time. American wonInterested in this scenario, any recall of play time (5 hours+)? and which side Germans or American won? Thanks--
Good scenario!However, no canister spelled
Only takes one bad roll...That is really bad luck
Lol thought is was only a +1 not +3, I rolled a 10!Good scenario!
No canister? That is really bad luck, especially because Canister Depletion is upped by 3 (as far as I recall) when in PTO.
von Marwitz