That was a barn-burner! Joe had a terrific defense and played a near-flawless game. The IJA must achieve three of five possible objectives - score 16 CVP; exit 6 CVP off or adjacent to the trail; control all three trenches; control the pillbox; and/or make sure there were no good order personnel manning SWs or ordnance adjacent to the trail.
I had the trenches in hand and scored scads of CVP, but the tyranny of the pillbox control rules put that objective out of reach despite a horde of Japanese troops milling about the immediate vicinity. Instead I had to either exit or take out the ordnance and SWs. Joe helped me out by 12ing out the pack howitzer, but I needed a Banzai and a lot of luck for the win. Banzai-induced FPFs broke half squads manning an MMG and a mortar - the latter was key because it allowed me to advance into CC with an otherwise unreachable MMG HS.
I had to win (or not lose) two CCs at the end. The advancing Banzai unit was ambushed in the MMG hex but Joe couldn't withdraw because he had to remain adjacent to the trail - he needed an eight to kill my squad outright but was betrayed with a nine, merely reducing my squad. I then needed to kill the last mortar HS or survive its attack - my attack missed but Joe missed his own in return. He had a well-deserved 72% chance for a win with that ambush CC, but the gods did not smile upon him. I enjoyed several good games this tournament but this was head and shoulders above the rest.
I'll give this one a full write-up in the near future - Joe's setup really was a thing of beauty and deserves some discussion.
The final mad dash