• US Marine Assault Force OOB

    Marine Rifle Companies (x3)
    3x Red Devil Captain
    2x Resourceful Hero
    9x BAR Gunner
    9x Marines M2-2 Flamethrower
    9x Bazooka
    3x M2 Mortar
    27x Marine Riflemen

    Amphibious Assault Company
    6x Amtrack
    6x Higgins Boat
    6x Sherman DD

    US Air Force
    P-38G Lightning Squadon (x5)
    P-51D Mustang Squadon (x5)

    Japanese Defenders OOB

    Fortifications
    12x Pillbox

    Imperial Rifle Company (x2)
    2x SNLF Captain
    3x Imperial Sergeant
    1x Honour-Bound Hero
    2x Imperial Sniper
    6x Type 89 Mortar
    18x Arisaka Rifle

    SNLF Platoon
    1x Imperial Sergeant
    3x SNLF Fanatic

    Machine-Gun Company
    12x Type 92 MG Team

    Antitank Battery
    4x 47mm Type 1 ATG

    Tank Platoon3x Ha-Go

    [attachment deleted by admin]


  • Objective: Japanese are to hold the island and inflict as many casualties as possible. The Americans must wipe out the Japanese and inflict more casualties than they take.

    Duration: 12 Turns

    Hidden Deployment: The Japanese use hidden deployment cards; they are turned up when one of them fires, is fired upon, an enemy is within 4 hexes and adjacent, or the Japanese player choses to reveal it. Hidden units have a speed of 1.

    Pillboxes: Defence 5/5 vehicles that ignore disruption.

    Naval Bombardment:
    1. During the Airstrike Phase the US players chose a target hex.
    2. Roll D6 for scatter direction, then move it D6-1 hexes in that direction; this is where the Naval Bombardment targets.
    3. Any units targeted by Naval Bombardment are attacked by 9 dice
    4. Any units adjacent (but not in) the hex targeted by Naval Bombardment are attacked by 7 dice.
    Note that this attack doesn’t have the Bombardment SA

    [attachment deleted by admin]


  • This looks sweet.  Too bad me and my friends dont have that many of each unit your scenario requires. :(


  • Here’s the links to the Photos:

    http://boards.avalonhill.com/showpost.php?p=193237&postcount=12

    http://boards.avalonhill.com/showpost.php?p=193402&postcount=28

    http://boards.avalonhill.com/showpost.php?p=193405&postcount=29

    http://boards.avalonhill.com/showpost.php?p=193407&postcount=30

    http://boards.avalonhill.com/showpost.php?p=193409&postcount=31

    JAPAN WINS

    My Cunning Plan was pretty straightforward; primarily focus on two beaches with ATGs, and cover the middle one with the faster Ha-Gos that could respond to either side.

    Everything and anything with ANY AT capability was put on the front; Mortars, Flak, whatever. The goal was to blast away with everything to disrupt as much as I could and grind the invasion to a halt. The best result I could get was to damage a unit; destroying it just causes the next one to arrive (and probably diverts too much firepower), but damaging causes it to take a lot of time to arrive.

    Meanwhile the Arisakas job was simple - rush the beach and hold it so the enemy soldiers can’t land. It was fairly successful on the West Beach, and had limited success on the East Beach, but I lacked the infantry to do it on the North Beach. Still, even throwing the Arisakas into a meat grinder was good enough; it kept the marines in the open so my MGs and Mortars could rip them apart.

    The Ha-Gos lasted longer than I had expected, and did fairly well. The ATGs were even more impressive, damaging two tanks and destroying another.

    A Mortar shot down a plane. They laughed at me when I declared the attack - I laughed at them when I counted the 6s
    A Sniper managed to shoot and disrupt a plane every round until it died.
    The between an SNLF Fanatic and aa Japanese Hero, they managed to tie up all the Infantry on the North Beach; only the tanks were able to break through.

    The Naval Bombardment was terrible, the only results being friendly fire (typical americans… :P). However a large party of this was just due to bad rolling. If even one of those attacks had hit it would have had a huge impact on the game. We have some ideas on how to change it a bit.

    So what were the End Results?

    The Japanese held the island, though admittedly it wouldn’t have taken too many more turns for the Americans to secure it. But more importantly, the Japanese inflicted horrend casualties on the Americans; more than their army was worth counting kills alone.

    Though the next few turns may have gone differently, at the time the game ended Japan still controlled the Island and had inflicted more casualties than the Americans could possibly do back.


  • Great stuff!  :-D

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