Sugarloaf Hill Playtesting Underway!!!

witchbottles

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Well, BD-01 ended tonight with a Japanese win. The Marines need either 3 caves destroyed (the only weapons to do that are 4 DCs) or 1 cave destroyed and both Trenches controlled by Marines at Game End.

Marine casualties were high, but the first cave died in turn 4 with a DC detonation original DR of 1,2 eliminating the 47L ATG and Crew, a -1 leader, and a MMG and crew. With the FT and a set of fanatic HSs commanded by a 9-1 with a DC that could be recovered and brought to bear on the A row cave by Turn 6, the only key to the Marine win was the 7-6-8 with a DC in the N hexrow ADJACENT to the cave with 2 mtrs in it. Those mtrs had trouble hitting anything well - (as did many weapons this game), and it was to the wire in the last Japanese DFPh- with 4 consecutive 2 - flat shots at the 7-6-8, the last one got lucky on a 3,2, NMC and my 7-6-8 went down to broken on a 6,4 DR. As there was only turn 6 MPh/APh left to get someone over to the DC, and only the fanatics with a ldr able to pick them up, but only being able to reach 1 of the caves in time- it was a wash - 2 caves can't win and no one able to get into and win to take both trenches in 1 player turn.

Overall, we felt this scenario is quite tough on the Marines, and we wondered- "Where were the Bazookas that all Marine Companies carried into combat in 1945?" We finally noticed, the larger "2nd assault" scenario in BD-02 does indeed have the Bazookas. Since Co G here in BD-01 is, by introduction paragraph and historically, fresh to the fight in this area making their first push in, we felt the right answer is that to balance this one out, give the Marines their 2 BAZ 45's (with the WP ammo they also provide). And then replay it, and see if having that extra man-portable smoke cover is enough to keep the Marine presence in the game long enough to make the threat to the defenses real for all 6 game turns.

Finally, for balance suggestions to put on the scen card:

Marines: Marines are Elite (C8.2).
Japanese: Japanese receive 1 more Cave Complex Tunnel (for a total of 2).

This provides yet more Smoke/WP opportunities for the Marines and for the Japanese, allows the defenders to link 2 of the in play cave complexes with a tunnel (the first one is an obvious no-brainer to go to the Trenches).

John and I are up for BD-02, the 2nd assault on this sector- and my Japanese are reinforced with a pillbox and some more MGs, including a HMG and a .50 cal. The Marines get 2 companies and their BAZ 45s now for this one coming up. (BD-02).

We decided to play them through swapping sides along the way to prep us for the CG playtest.

KRL, Jon H
 

witchbottles

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The cave was overstacked?

JR
it was. We gaffed a few rules re-breaking ourselves into cave ASL play after hiatus time away from them. As it ended up in play, the overstack resulted in a single ineffective 6,4 DR IFT shot from the MMG that did nothing and the Gun who hit anyway, even if overstacked DRM, on a 1,2, DR with an HE round at a USMC 7-6-8, the effect DR being a 6,5 original DR- so in the end it meant nothing to game play, as the AFPh had the DC going off and rolling a 2,1 original DR on the 30 FP attack- eliminating the cave and all its contents.

For the Marines, this made the A row cave immediately vulnerable losing that MMG/crew/ldr that was helping to cover it by popping into the cave complex and then out into the A11 cave (where only a 2-3-7 HS resided) to shoot at Marines when required.

we also struggled with the Climb counter mechanics of tossing a DC into a Cave from above it - although we finally worked that out.

Its a re-education in progress :)

KRL, Jon H
 

witchbottles

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Nice looking module.
If ya'll need a proofreader let me know and will gladly help out with that.
For any proofreading input- send a PM to "cVan" here on GS forums - Chad is the designer- he would be the point of contact for any proofreading.

KRL, Jon H
 

witchbottles

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Last night's round of action at Sugarloaf - Looks like the S-4 Supply Officer forgot to issue any smoke or WP rounds - out of 5 shots from the gun tubes looking for Smoke or WP - John Knowles got 1 WP round and it was the last one on the tank. Out of 7 attempts for smoke grenades from 7-6-8s (needing a 3 or less), he rolled 7 "5"s for dr's in a row, and the 5-5-8 Assault Engineers , needing a 4 or less, tried twice and rolled a 5 and a 6, for smoke grenades.

John was facing down a .50 cal, a pair of HMGs, an unknown location MMG in a cave somewhere, and a 47L ATG. No smoke cover meant the Marine advance was seriously slowed for 2 full player turns.

Of course, true to par for us in this series, my Japanese HMGs could not stop malf'ing. 7 shots taken, 5 malf's and on repairs , one ate it on a 6 dr. The 47L ATG got some good hits, even when manned by an errant 4-4-7, but only managed to immobilize one of the Shermans. No real problems, they are rolling smoke pots now, and still 3 more THHs and 2 DCs to fear.

The one bright spot was a major ROF tear from the Japanese 50* mtr, taking down a huge stack of Marines, in a 2+1 gene4rated 1MC result, which also triggered the Japanese SAN who promptly pinned the Marine SAN, preventing his going off on a subsequent ROF hit. The Marines, true to form again for us in this series, tried to rally the SMC with an 8-1 assisting, but only succeeded in shooting the 8-0 in the foot instead.

The end of Marine Turn 4 last night finally saw the 47L ATG go down to a DC after the errant step-reduced crew broke on a 12+2 induced 2MC and the HMGs across the valley could not stop malfunctioning.

John's got a fair sized company of flankers on the right - but they also got a still hidden cave / MMGx 228/ 10-1, a pair of 4-4-7s and a DC out there to worry about. (guess what flank they are protecting :D )

KRL, JonH
 
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