J69 - THE ARMY AT THE EDGE OF THE WORLD
JP defending as the French
ROAR
(J:F - 23:25) - 6th March, 2008
Played
with Live VASL (6 hours March 2008)
After the RB CG III I wanted some time to clear my head of CGs before we start to play the next one. For this reason I asked if JP would mind playing the Thai Scenarios from Journal 4, he reluctantly said yes, but boldly chose to let me play the Japanese.
Despite the Japanese being involved, this scenario is not set in the PTO, thus with the exception of Orchards which are Palm Trees the terrain is ETO.
This game focuses on a Japanese attempt to capture a vital road and while also
trying to stop the French from interdicting the road from their hilltop
fortifications. Thus the Japanese have only one way of winning this scenario,
despite the wording of the VC - they MUST stop the French from being on or
Adjacent to the road. In some ways this looks easy, the Japanese have a 19:13
MMC advantage and they have their amazing ability to fail MCs and keep on
moving. However the French have a height advantage to start the game and the
ability to strike the Japanese as they enter the board. The French also have an
81mm MTR and one of those nasty 60mm MTRs too... both of these with 3ROF have
the potential to cut the attackers to pieces. In response the Japanese have some
MMG and knee-MTR. Note that the French are under Ammo-Shortage and this might
have a major effect on the game, especially if they get ROF or take lots of
shots.
Both sides have 4 leaders, the Japanese have a total mod of -1, but these are
Japanese leaders and the 10-1 is a great bonus. The French have a total mod of
-3... that 9-2 is sure to be with at least one of the MMG and can cause havoc if
he rolls low enough. Having just 4 leaders means that the Japanese must think
about their Banzai charges, but at least they have them as an
option.
JP thinks this game will be a Japanese white-wash. I disagree, the other
AAR I have seen of it make it seem like the French have the advantage thanks to
their position and their SW options, they can literally sit back and pound the
Japanese into submission...
The French have their initial setups dictated to them
through the positioning of their forces on either the level 2+ locations on
Bd. 15 or on Bd. 2 which has the victory buildings. Due to the Japanese entering
from off-board and the lack of PTO terrain the French know that they must hit
them hard and early, so JP has placed his men with a view to the LOS
opportunities.
Bd. 2
Setup
F7 2x
? [457]
G3 2x
? [457]
G9
2x ?
[437] - To Attack the
road
H9 2x
?
[437] - To Attack the
road
J4 3x
? Foxhole,
[60mm MTR 457]
J5
2x ? Foxhole,
[437]
K4 2x
?
[437]
K5 3x
? Foxhole,
[81mm MTR
228]
M5 6x
? [2x MMG 457,
9-2]
O8 3x
? Foxhole,
[LMG 457]
O10 4x
? [457,
437, 7-0]
- To Attack the road
Bd. 15
Setup
V6 2x
?
[457]
Z9 4x
? [LMG 457,
9-1]
BB8 2x
?
[237]
Japanese Plans
With there being only
1 way I can lose this game I have to look to making sure that I
can hold the road at all costs. For this reason I shall be using 2 of my
leaders to act as MMG groups leaders while spreading units out through the Grain
surrounding the road. I shall use my 8-0 leader to take a fairly large force up
towards the 2J5 area... not so much to attack the ridge, though that is an
option, but more to make sure I pin his forces in place.
My men come on-board
and immediately hit some lead. His MTRs lob away but are impotent and the 81mm
MTR is eliminated on the very first shot with a 6,6! However, to balance that I
have an atrocious run of MCs with the ONLY MCs I manage to pass being ones taken
from K/ results! This first turn his MMGs have managed to use their positions up
on the hill to kill 4CVP of IJA troops. On the plus side I have spread out
nicely and have some Banzai opportunities on the units at the base of the Bd. 2
hill. My attack on the Bd. 15 hill is going well, though even here I suffer a
stripped MMC from a 2FP shot.
He digs foxholes (2K4, 2G3) and then rolls the B# for a MMG - this is a
great start for me!. On the Bd. 15 hill he backs off, I have more men than he
does here and he is playing it cool... if I can take this hill then I can
interdict his men from up on high . He sends units to attack the Western
end of the road (2x MMC and a 7-0) while the rest pull back to cover the victory
hexes; this is a bit of a mistake I think... if I was playing the French I would
be more inclined to make sure I kept as much FP on the Japanese as possible
while also ensuring I could push against the road.
I open my next turn with a few simple, safe moves... unfortunately things don't
turn out the way I intended; my 9-0 leader takes a NMC and dies... yup, first
and only NMC for the game and he is dead. This sets the scene for the rest of
the turn. As I expand my control on the Eastern side of the road and then
through the central part of the map I suffer MC failure after MC failure and
almost all from piddly little shots that hit low and cause NMC or 1MC that are
rolled high for... It is very frustrating, by all rights the loss of his 81mm
MTR and the breakdown of his MMG should mean that I would be easily winning this
game, but luck is well and truly on the French side at the
moment.
Can it get any worse for me? Yes, yes it can! My 10-1 fails HIS first MC too...
a 1MC vs a 10ML leader should be passed with ease... this guy doesn't and is
wounded as a result. Again this turn I am passing my 50% chance MCs about
10% of the time. At least JP is wasting time by defending the hills rather than
pushing down against the road... he should be attacking now as my men are
falling apart at the seams.
I am spreading my men out through the grain and using the Woods as cover
against his men on the Bd. 2 hill (who are using laser-guided bullets it
seems), by spreading out through the grain I can cover against him attacking the
road while being reasonably safe myself. On Bd. 15 I have put a MTR up on the
Lvl 1 of the hill here, in the hope that I can make it up to the level 2
position where the MTR can be of more use. My men start to spread all
through the gain, making sure that he will have to run though as little TEM as
possible when he tries to come down to the road. I am also moving leaders across
too, I am trying to move my leaders so that I can get into a Banzai charge
position, and the best ones to use for that are the Wounded leaders as they
cannot travel too far and thus might not get slaughtered. He has the unit in
35P6 and I must get rid of him. I am also moving MMG and MTRs into oppositions
that can cover the roads.
Wow... it just doesn't stop... my men continue to mess up every MC while JP
whips out a MTR CH (however, he has had 6x 6,6 this game too, so it is hard to
complain about this result!). I also manage to score a 6,6 when one of my vital
MMG breakdown but he has lost one of his now too. JP is rushing men down the
Western side to attack the road and also trying the slip a HS down the Eastern
flank too. I still don't think he is attacking enough though, he is still
concerned that I might rush the hill.
IJA Losses: 137, 3x 237, 2x 447, 9-0
French Losses: 81mm MTR, MMG
We left the game here for the day.
The Japanese were in a shocking position, 50% of their leaders were KIA or
Wounded (and their best leaders too) and most of their men had suffered at least
a single strip result. They had lost one of their MMG to a
malfunction.
The French were doing very well, but not capitalising on their good fortune.
Although they had lost a number of SW (81mm and MMG eliminated) they have not
suffered a single poor result as a result of my attacks! All their losses are
through their own bad DRs!
![]()

Accurate French shooting and
poor Japanese Morale has put the attack in doubt
Coming
back to the game now and it is about a week
later.
Certainly
the Japanese are in dire straights, but it is not all over yet. The French still
have to either hold the road or get move men down to it, and unless my MCs
continue in the same way as the last time we played then this might not be such
a certain thing for JP. I have a lot of forces down by the road and covering the
access points to the road and once I have managed to get rid of the 35P6 unit
then I shall be in the stronger position and he will be forced to
move through the open terrain. Also the French don't have the benefit of
stripping when they fail their
MCs.
Things start off really well for the Japanese, the first Rally causes a HS to go
Berserk which can be used to charge 35P6, then the first shot of the game
is a MTR CH against the 15BB8 defender; he ELR and CR breaks and is finished off
later in the turn - it has taken 4 turns for the Japanese to get a result! When
it is my turn to move I again lose a HS to a low DR, but with the amount of
shots JP has had this game it is not surprising to see low results come out -
what is surprising is to see that I am still failing almost every single MC I
take. A SAN result comes of this last low shot and this breaks a Green French
MMC on the Bd. 2 hill. My moves have been to try and grab the Bd. 15 hill and to
rush the 35P6 unit in the building by the road - if I can get this guy out of
here then I am going to be in a strong position and will force JP to attack me
through a reasonably well-held perimeter... With a bit of luck I shall be able
to not only clear the road but also claim the Bd.15 hill, and that will put me
in a commanding position; to this end I have started to move my other MMG(malf.)
towards the Bd.15 hill in the hope that it will repair. Unfortunately things are
just not going to work out for me at all... the first CC is a HS against a 1st
line French guy in the vital 35P6, it is H2H and that means I have a 50% chance
of success - I fail and get killed in return. The other CC up on the hill is
also a 1:2 with -1 for H2H, another 50% chance of a success and a good chance to
stay in the game - I fail and get killed in return... sigh... That is pretty
much it for me... I have the option to attempt to again rush the 35P6 house...
but with him commanding the heights and me being left with only the shattered
remains of the troops I started with I am not going to credit my chances
much!
Just
when you think it cannot get any worse, it does, again... his first shot of
the French Turn 4 leaves my wounded 10-1 dead... he failed 2 of his 3
MCs (which is an indication of the general run of my luck in this game)
this attack also strips the 228 manning my only functional MMG. JP starts to
move in towards the road now, and one of the first Defensive shots is
against the French HS sneaking down the Eastern flank... he also rolls a 1,1 for
the MC and this HOB ends up Disrupting him from a Surrender result - could I
have a chance still? The next shot is from my MMG against a 457, I score the
break, he scores a Hot SAN... that SAN drops right on top of my sole remaining
leader (an 8-0 with 2x 347); for RS I roll 3x '3' and JP chooses to kill the
leader (surprise) the LLMC strips another unit. If this was not my cardboard men
dying out there I would be laughing at this terrible run of luck. At least he
has moved off of the Bd. 15 hill as he attempts to charge the road from 2
directions, this allows me to leave my sole manned Lt MTR and the other
MMG(malf.) up here.
With
JP breathing down my neck I have only the hope that I can get my MMG working so
that I can defend the road from afar... but with a '6' coming up I lose the MMG
and all hope of keeping him away from the road... There is very, very little
hope that I can survive till Turn 7 now... let alone hold the road. I
surrender.
IJA Losses: 4x 137, 3x 237, 347, 8-0, 10-1, MMG
French
Losses: 457
The Japanese Surrender
ALLIED VICTORY
Conclusion
This
game was not as bad as it looked on paper... JP was predicting a Japanese
white-wash, the AAR I had seen predicted a French white-wash and though that is
close to what has happened there are a number of factors that had a major part
in this.
Firstly,
the Japanese got absolutely ripped apart by the French FP, this was a
combination of things, but mostly it was due to:
1. Location
- The French were on the hill and almost every shot was -1 TEM for FFNAM or
Airburst.
2. SW -
With 2x 3ROF MTR and 2x 2ROF MMG there were going to be a lot of extra shots
taken.
3. Range -
The French had enough 457s to ensure that the Japanese were going to be hit with
with a lot of 2FP -1/-2 shots
4. Luck -
A lot of shots hit low enough to cause CR or even KIA results.
The
Japanese suffered miserably and this was also due to a number of
factors:
1. LOS -
There were few places for the Japanese to hide in LOS blind-spots while they
formed their
attacks.
Even forming a Banzai attack was difficult because the French were able to
target the leader or 'units in the chain'
2. Luck -
Luck played a massive roll in this loss for the Japanese as they easily failed
80%+ of their MCs. They had only 1 leader pass a MC for the whole
game!
3. Range -
the short ranged Japanese SW meant that JP was able to prioritise his
targets and knock off the biggest
threats...
One Lt. MTR caused
6CVP of KIA results due to lucky hits, but it was a massive shot
magnet.
I tried
to get into range for the SMOKE of the MTRs to be used, but they kept getting
knocked out... I tried to use my MMG, but 4FP vs +2TEM foxholes or +4TEM
Fortified Buildings was always going to be tough. I tried to form Banzai groups,
but JP was well aware of that possibility and kept out of LOS of my men, or
killed units when he saw them forming up.
Tactically
I would NOT bother with trying to capture 2oM5 or 2oN5... the IJA ONLY need to
defend the road, so put all your forces to this task and the task of forming a
perimeter to stop the French attacking down the hill.
I
would again attempt to take the Bd. 15 hill... it is too useful a position from
which to hit the French if the road is cleared.
Generally
the 81mm MTR will not be eliminated off of its' first shot, so I would expect
any competent French player to win this game... but the Japanese do have a
chance, as long as more than a little luck goes their
way.