Gunner Scott
Forum Guru
Hi all-
Well, my VASL Opponent and I decided to try something a bit out of most ASL'ers comfort zones, CH Uncommon Valor CG. Ya crazy huh? But it really is an unique and interesting situation, oh ya just an FYI we are playing the 1st edition version along with PL 3.0. Basically no PTO here, UV is more along the lines of a desert CG but without dust. There is sand and at levels 3 and more are treated like regular desert terrain. So why play this crazy cave intensive CG with lots of NOBA? Well, we both love CG's but we are both kind of tired of RB and wanted to try something that was very different and UV is truly a very different CG experience once our game gets underway. What I am doing right now is setting the scene for our current situation and to also show how easy some of these rules are more or less.
This will be our first try at this CG with me playing the Sons of Nippon and Randy playing those girly marines. As you can see in the map I posted, the Marine entry is marked by pink arrows (Marines I hear luv pink lol). The Manly looking black arrows are the limits of my IJA set up. This is a fairly large CG with alot of moving parts for both sides. Prior to even starting this CG we both played a couple of cave scenarios, the first being the old rout report scenario X12 Nowhere to Hide then we played UV 2 Agony, Ateball and Angel. Both were fun and not as boring as I thought they might be, having a Jap leader survive multiple shots of 24FP as he tried to maneuver his FT to burn a tank is priceless.
The cave rules do require some thought but are not super hard, you just gotta imagine a building under ground with multiple entry points. Other things to remember is that once you can see the caves CA, you can see the cave, contents can still remain hidden. WP is always a CH IN a cave, only a 150mm CH can take out a cave. Cave complexes in this CG can extend out from the primary cave four hexes (vs two hexes in a normal cave scenario) knee MTRs can fire from caves as well as any caliber gun. There is more but essentially caves are not as bad as you might think.
The Japanese have a large force pool to call upon, starting out with four platoons of infantry, lots of mines, wire, pillboxes, caves, OBA and more. They get one the first fire firefight 80FPP and 30CP's, so lots of HIP is planed to surprise the Marines thats for sure. Each firefight is possibly 9 turns long, starting on turn 6 you start to roll for game end. The CG is 20 dates, but the Marines only have 10 attack chits, so it might look long but I dont think it is. The Japanese get three attack chits and those I think should only be used in night attacks and when the Marines are starting to gain a toehold on the hills.
Anyway, look forward to giving this CG a try, cant wait to get into it.
Scott
Well, my VASL Opponent and I decided to try something a bit out of most ASL'ers comfort zones, CH Uncommon Valor CG. Ya crazy huh? But it really is an unique and interesting situation, oh ya just an FYI we are playing the 1st edition version along with PL 3.0. Basically no PTO here, UV is more along the lines of a desert CG but without dust. There is sand and at levels 3 and more are treated like regular desert terrain. So why play this crazy cave intensive CG with lots of NOBA? Well, we both love CG's but we are both kind of tired of RB and wanted to try something that was very different and UV is truly a very different CG experience once our game gets underway. What I am doing right now is setting the scene for our current situation and to also show how easy some of these rules are more or less.
This will be our first try at this CG with me playing the Sons of Nippon and Randy playing those girly marines. As you can see in the map I posted, the Marine entry is marked by pink arrows (Marines I hear luv pink lol). The Manly looking black arrows are the limits of my IJA set up. This is a fairly large CG with alot of moving parts for both sides. Prior to even starting this CG we both played a couple of cave scenarios, the first being the old rout report scenario X12 Nowhere to Hide then we played UV 2 Agony, Ateball and Angel. Both were fun and not as boring as I thought they might be, having a Jap leader survive multiple shots of 24FP as he tried to maneuver his FT to burn a tank is priceless.
The cave rules do require some thought but are not super hard, you just gotta imagine a building under ground with multiple entry points. Other things to remember is that once you can see the caves CA, you can see the cave, contents can still remain hidden. WP is always a CH IN a cave, only a 150mm CH can take out a cave. Cave complexes in this CG can extend out from the primary cave four hexes (vs two hexes in a normal cave scenario) knee MTRs can fire from caves as well as any caliber gun. There is more but essentially caves are not as bad as you might think.
The Japanese have a large force pool to call upon, starting out with four platoons of infantry, lots of mines, wire, pillboxes, caves, OBA and more. They get one the first fire firefight 80FPP and 30CP's, so lots of HIP is planed to surprise the Marines thats for sure. Each firefight is possibly 9 turns long, starting on turn 6 you start to roll for game end. The CG is 20 dates, but the Marines only have 10 attack chits, so it might look long but I dont think it is. The Japanese get three attack chits and those I think should only be used in night attacks and when the Marines are starting to gain a toehold on the hills.
Anyway, look forward to giving this CG a try, cant wait to get into it.
Scott
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