Scenario 1a The Hawk
Robert - Japanese twice Doyle - Americans twice Bottom line it for me Narrative of one game Strategy
We played this scenario first as a brief introduction to the Tarawa games. There will be a map of the setup. It was played several times and the first game was representational of all the games, so that one is described below.
Most squads are obvious (the '8' is actually a 448). The round hexes are fortified buildings.
Summary
In short, this scenario is wildly unbalanced. The Americans were never able to advance more than 2 hex rows in the face of an unroutable enemy. We played this scenario three times to conclusion. Every time, it was clear after the American turn 3, the Americans could not win. They had been stopped cold and the Japanese player swarmed them and started counter attacking.
The Americans choose to come at the clump of three buildings. PF'ing with the 'Kill' stack (3 x 768, 10-3 leadership). An excellent shot, a 3, stripped Japanese concealment and reduced the squad. The FT fired at the next middle building at 2 hexes, also stripping concealment but the unit passed. Two 768s laid smoke and assault moved next to the two outer-most buildings each squad in its own hex. DF broke the outside squad and pinned to the other one. Everyone advanced.
The Japanese fire was crushing. 10+0 (reduced squad and LMG) on the big 10-3 'Kill' stack produced one pinned unit. The remaining 768 squad by itself broke with an 8+0 attack. Japanese movement had all unused squads rushing toward the attacking Americans, hemming them in. DF produced no significant results. They advanced a concealed unit each into one of the two buildings under attack. The 'Kill' stack was facing a reduced squad, LMG and a concealed full squad
The American turn saw the 'Kill' stack attack its previous building, one at 28-1 and the other building at 14+2. Again getting lucky, the big attack produced a 3MC vs. the unconcealed unit and a 1MC vs. the concealed unit, stripping concealment and pinning that unit, reducing the other unit to a HS. Again, with most of the units having fired and the positions actually stronger that the turn before, the other units faired poorly, The FT managed to strip the concealment of the unit in the middle building but nothing else. The American player was understandably unwilling to move his FT adjacent to a stack of two squads. 16-1, 8-1 or even if it were a single pinned squad at 4-1 is unpleasant. At least he was getting a 12 attack rather than spending his precious time rallying. DF pinned one of the Kill stack's 768 and broke another. One of the just-rallied squads moved forward adjacent to the 'Kill' stack. Since they knew both building to be fortified, they could not advance. The attempt at blowing through the defenses failed and the whole operation seemed to turn.
After two turns, the Americans had 3 units on the front line, 2 were broken. The Japanese used WP from one of the 70* guns, placing it in the 10-3 leaders hex. No unit broke, but it now had smoke with which to contend. The Japanese simply reinforced the area. By this time, they had set up their MGs and formed a second line in the next row of houses. The Americans were looking at a reinforced front line along with a forming second line. Even were not even adjacent to the pillboxes. The two flanks were at risk.
It was now Turn three and the Americans were desperate. It was unlikely either fortified building could be taken this turn, they would have to inflict 3 step losses for each position, something that the full strength Americans could not do the two turns previously. They could not go around the one flank - while, less fortified, they would have to fight for two extra hexes and even then, the Japanese would only have to drop back a single hex row and they be in the same strong position as before. So they decided to attack one last time. The 'Kill' stack fired on the third house, the same one they had been firing at all game. Since the squads were in separate hexes, they split the attack, 14+2 (remember the smoke) and 14+3. The first attack inflicted no damage but the second one reduced the squad. There was now two half squads in the house. Looking for any break possible, the FT moved up in a risky advance. Suffering a 2MC from the 8+0 attack, it passed. Other DF was insignificant, the Americans passing any MC inflicted. The FT then attacked 24+2, actually breaking the first Japanese unit. The gamble worked. The 'Kill' stack and the other squad advanced in for CC. The American flank was protected by the other units, both of which had rallied. They could not attack since the group of Americans might be surrounded completely. The front line had dwindled to a single hex. In CC, the Americans killed the remaining HS.
The Japanese third turn saw little for the Americans to cheer about. The American flank units had broken as had the FT HS. The Kill stack saw many attacks, a HMG, 10-1, leader fired three times, 2 70* fired, 3 squads had PBF and after all the attacks, the 10-3 was pinned and one squad broken.
It was at this point the Americans conceded. With only a single squad and 10-3 on the front time, one rallied squad in the rear along with the rest of the units broken, the Kill stack had only moved two hexes and the Japanese, not the Americans, clearly were on the attack. Our brave 10-3 ordered his units back retreating like scared girly-men wetting their pants but at least able to fight another day.
Was the problem that the Americans choose the exact wrong place to attack? They did go into what was the center of the defense, so we played it again. I used the same defense and the Americans came in from the beach. To make a bold narrative short, they fared exactly the same, only gaining two hexes. We played it again, switching sides. After that I replayed the scenario again but solitaire, this time, the Americans coming across the airfield. They made it to the edge of the palm trees at least but otherwise the outcome was the same. None of it was any closer.
The options in this game are limited due to the small scale of the action. The Americans, more so than the Japanese, are further limited because of the few number of counters available to them. Essentially, the setup will determine the attack and the Americans will be fully committed at that point. They will not be able to move around or change the nature of the assault.
Three possible lines of attack
1) Through the buildings
The obvious attack path. It is the most covered (although that is not saying much) and offers no flanks to jeopardize rout. Concentrated fire is possible on limited targets and the hindrances from other parts of the battle field, limits the number of units that can fire. For the numeric superiority of the Japanese, the Americans can restrict this to only the units in the buildings. It is possible to pin one or two building hexes and allow units to move up as safely as the scenario permits.
Naturally the building offer protection for the defender and three building allow each position to support the others. If the Japanese Fortify the structures, the Americans are having to take the old fashioned, if not the hardest way: brute force. Also the hex row of palm trees are just an additional hindrance to the attacking Americans. By the same token, if the Americans do ever take the buildings, they are afford the same protection to them for the next assault.
2) Off the beach
Because the buildings offer so much protection for the defender, the Americans can minimize those affects and attack from off the beach. The palm-covered plain between the two groups of buildings would allow for the a quick advance to the building line, provided the Japanese did not defend there. While they will still hit a building defense, they might hit the ones that are not fortified or bombproofed, a slight advantage.
Conversely, the Americans will be walking into the middle of a caldron. Japanese units will be coming from three directions. The Americans would be forced to leave an entire squad behind just to protect the flank thus weakening the force even more. The American right (the side with the stone building) should be covered enough by any large stack. The left flank is in danger of getting turned. Rout paths must be protected.
3) Off the airfield
This is the least favorite avenue of everyone. The lack of any cover for several hexes is discouraging. Naturally, no cover is a problem but more importantly no protected rout paths exists. The possible advantage is initially it should be mostly weakly defended. Since a PB cannot set up on hex row Q, that one row offers a natural attack path.
The lack of cover, added distance and no protected rout areas should is more than enough to discourage even the boldest attacker.
Japanese Defensive strategy
The Japanese are afforded way too many advantages in this scenario. First, they actually outnumber the attackers, have dummy stacks, are concealed, exempt from sand movement rules, have pillboxes, SWs like a HMG, MMG and 70INF, fortified building, do not break, inside and protected lines, purely reactionary and finally a small perimeter to defend. I can not image a better position in which to be.
The key to the defense is the placement of the PBs, the victory conditions. They need to be in a central position so as to be easily defensible. Some players like to have interlocking fields of fire so PBs help defend each other. While this is a sound strategy, it also creates blind zones that encourage the attackers to come through. I like to have each PB covering one, almost exclusive avenue. No doubt this is a compromise in the two approaches.
The PBs nemesis are the DCs. The SSR makes them more deadly by essentially subtracting two from their attack. Since the DCs have to be placed or set, the Japanese should be confident that DF is going to extract a heavy toll first. The FT is less likely a weapon. It will be effective at reducing the units inside but only a lucky shot can eliminate the PB outright. The third option for the attacker to capture the PB, something that can happen if the PB is or becomes empty.
See the map for my placement. Other placement strategies were similar. Three were centralized and one was placed out to cover an airfield approach. It also supported one of the buildings. Of the three other PBs, all were adjacent to my command center, the Fortified building with the 10-1 and HMG. All the infantry would be available within 2 movement phases to support it. No unit actually started with in the 3 central PBs although many were ready to go inside.
The active defense was based on covering all the approaches initially. Once the Americans committed themselves, all the other units would move the attack. This is where inside lines proved valuable, the furthest unit would only have to move 4 hexes. The buildings and palm trees allowed the units to move freely. Even if the Americans had the units to fire at moving infantry, the LOS would restrict it. In this case, the building line in the center covered all the southern forces. If at possible, units would attempt to flank the Americans so to deny them a rout path of move adjacent to broken units. Preventing rout entirely is too easy if the Americans are not cautious.
Once the units move into the battle, they would reinforce existing locations. Fortified building are perfect for this since the Americans can not advance into one if a squad is present. Another reason against Bombproofs is the extra +1 was not that important and the halved fire out is counterproductive. With the closed terrain, most of the combat would be at PBF anyway, the exact situation the Japanese wants the most. The 70INF gun would shoot WP as much as possible. It is easy to hit with, can cause a quick NMC, something it might no be able to do otherwise (the sand rules half the FP) and puts smoke into the American's location that makes it hard to attack from. Remember, the Japanese are not interested in attacking as much as not being attacked.
In the raging battle, the Japanese then have several choices. After the Americans commit their forces, then the units can reposition themselves. If the attack is coming right at some PBs, move units into them. If it looked liked the Americans were sweeping the units back like dust bunnies, then do a gradual withdrawal, falling back in the second row of houses and PBs.
American Offensive strategy
Their strategy was much less contrived. With only seven units with to attack, the main decision is to choose a location. Five turns not provide the luxury of whittling down an opponent. The high-modified defensive terrain does not allow for many, small attacks and the 10-3 demands he be during a fire phase.
The first order of business is to unconcealed the defenders. Logically, a full three squad fire group be formed with the hero 10-3. Even so, the first attack will be against a concealed unit so it moves from a 21 FP to a 10 FP attack. Hardly the awesome FP the Americans need. The FT should attack another target, since it can usually advance next to the target later. I normally do not fire my FT like this, that is to break concealment, but the Americans have little to waste and although it risks breaking down, it what has to be done. It stands little chance of ever firing at an adjacent target it anyway since it'll draw some fire itself.
Units that did not fire should assault move up next to something. Keep the 8-0 leader back for rallying and the 9-1 can be placed with the moving units. The idea is to CC whenever possible. Units in a Fortified building are tough because they have to hit several times to be reduce to a HS and even with good die rolling that is about the full abilities of the entire American force.
When to use the DCs? DCs are funny weapons. They are best used against targets you dare not get adjacent to and if you can get adjacent to them they might not merit that much FP. I held them back thinking I would use them against the PBs; only that I never stayed adjacent to one long enough to use it. Additionally, if you use them against the units in the building, the DF against the placing unit will be enough to stop it. Throwing the weapon is slightly safer but less effective.
Comments
The Japanese are just too strong. If these had been Russians, for instance, the game would be (more) fair. The Americans would like to break, not kill, the enemy, and ground could be captured as the routed units vacate their hexes. The Japanese do not do this. As result, the Americans only got weaker, if for no other reason that rout, and the Japanese at the same time got stronger. The Americans might reduce a squad but the reinforcements make up for that. As the Japanese I planned that my first line would have to hold until the other units came in. Not only did they hold, but I was able to form two lines - and then ended up counterattacking.
The last game I played solitaire was using half the number of Japanese squads (3x448, 2x447) and even then it was not that close. I think this one needs to be reconsidered.
I disliked the victory conditions being based on destroyed pillboxes. Ironically, in this case, it would be in the Japanese best interests to face away from the Americans. While it sounds absurd, I think the clever player should do this and let the highest CA modified work to his advantage. It might be better to base it on houses captured. If pillboxes have to be in the game, it would much more faithfully reproduce their effects by having the PBs protect the buildings. I realize PBs were often the targets but this scenario does not capture their importance the way I think the designer intended.
I did like the restricted areas that PBs could be place. I also liked the small game size, hence my recommendation later to reduce the number of squads for the Japanese rather than the natural tendency to add more for the Americans.
One concern I have about the design of small games is the impact of special weapons, namely the FT. It is a good tool and fitting for a game like this, however if it breaks down it drastically changes the odds. With it, the Americans have little chance of winning a it is, without, that chance goes to zero. It represents the fire power of 1 1/2 or two squads with a another 10-3 leader. In fact, I would rather have 2 squads and a 10-3 leader instead. With the weapon breaking down a '10' is likely it will only get three shots, or 1 1/2 turns of attacks. 2 FTs seems excessive. I would like to see the weapon as a B10, X12.
Improvements/Recommendations
The bottom line is the Japanese are too strong. Play it with:
3 x 448, 3 x 447, 2 x PB, HMG, MMG, 2 x 70*INF, 10-1, 9-0, 4 Crew, 6 x '?'
FT = B10, X12
No concealment beyond the OB '?' counters and destroy/capture four buildings.
Closeness: 0 (of 10, 10 = 50% of winning, 0 = sucking eggs)
Balance: 100% Japanese
Fun: 3 (of 10, 10 = really, really fun, 3 = sucks)
Luck: Average
IIFT: Yes
Times played: 3 (I played it two more times in addition to those three solitaire to try different ideas)
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