A Win is a Win, Comrade - No Matter How Ugly | ||||||||||||||
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As others have reported: as published, this is a very ugly and deeply flawed scenario. Playing it with Peter's suggestions in mind, did indeed make it WAY more playable and fun - especially with a wily opponent leading the defending Sons of Nippon. We used the FOW, consolidation, excess initiative, and strategic movement optional rules as well as Peter's suggestions for a better-balanced play through, that mostly broke out the way that he described it in his AAR. Except that the Russians actually prevailed in this very close-run battle. Casualties were EXTREMELY heavy in terms of step losses & leaders eliminated, for both sides. Loss of the senior Japanese officer in the 8th game turn proved a decisive turning point in our battle. We also modified the scenario as follows: 1) The Soviets setup second, on their respective entry locations, no closer than 5 hexes from the nearest Japanese outfit, 2) The artillery clock started on the turn of the first fire mission, and 3) The Soviets were only required to clear a SINGLE map board. Less exciting and more tedious than we thought this one would be, it nevertheless almost ended in a costly draw. This one is in serious need of a major rewrite to improve both playbility and balance. Given its limitations, we thought it more appropriate for SOLO play. I give this one a 3, mostly thanks to my hard-fighting opponent's lively play. As published, this dog deserves a lower rating of 2, at best. |
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