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The Gin Drinker's Line CBI (id:#61622)
(Dispatches from the Bunker #35 ID: DB099)   [next]   [previous]
The New Territories, Kowloon Bay 1941-12-10 (4 others)
CH 14: Ninety Minute War (Critical Hit # 2)
CH 14: Ninety Minute War (Critical Hit Retro Magazine 2)
303: Ninety Minute War (ASL for Fun-Steve Swann)
CH 14: Ninety Minute War (Critical Hit #2 2022 reprint)
Designer: Joe Gochinski
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
JapaneseBritish
48.387096774194%

Overview:

After the successful capture of the Shing Mum Redoubt, the Japanese 38th Division began operations to clear the remaining positions of the Gin Drinker’s Line. Once this line was successfully cleared, Hong Kong proper would be open for invasion and capture. The men of the Japanese 38th Division were veterans of the fighting in China and attacked the Gin Drinker’s Line with zeal.
Attacker: Japanese (Elements of the 38th Division)
Defender: British (Elements of the 5th Battalion, 7th Rajput Regiment)  
4.5 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:17.0 D:13.5
AFVs: A:0
AFVs: D:0
Guns: A:0
Type 89 Heavy Grenade-Launcher x 2
D:0
OML 2-in. Mortar

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: Grain and Orchard in season, all buildings considered Huts.
Map Board(s):
62 Show/hide map dependencies
PublicationBoard
ASL Action Pack # 762
Overlays: NONE
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2025-05-04(A) Will Willow vs Randy Shurtz British win2.33 hrs
2025-04-12(A) Paul Legg vs Dan Lepore Japanese winFriday Night Fight Club.

Although this is recorded as a Japanese, it is a British moral win.

The Japanese were behind on both CVP and victory hexes. On the last turn the Japanese held only 1 victory hex and were poised to advance into 2 more, occupied by the Indians. 5 hexes need to be held by the Japanese and have more CVP. Dan forego voluntary breaking in both (one would have still given CVP due to ftr as no quarter had been invoked earlier. My Japanese naturally got the ambush in both hexes eliminating the Indians for no loss and then withdrawing into 2 further victory hexes. The result 27CVP +2 extra points for hut hexes held, total 29 points for the Indians and 25CVP +5 for hut hexes for the Japanese total of 30 points.

2025-04-11(A) Mark Thompson vs Martin Vicca (British) British winTo riff off the famous first line of Moby Dick (“Call Me Ishmael”), you can “Call me Ichiki” for my Japanese were quickly annihilated in aggressive Banzai charges much as Ichiki’s detachment was during the Battle of Alligator Creek on Guadalcanal. The wire proved deadly and the CVP difference mid-game made it evident that my forces approaching the village would not be able to bridge it even by seizing all huts. Nonetheless, always fun to play Martin, and the dice were quite wild. Many of our SW busted and a few shots simply wiped whole units off the map (with a few boxcar MCs to boot). Fun scenario.
2025-04-11(A) David Garvin vs Stephen Cook British winFor Friday Night Fight Club
2025-02-06(D) Jeff B vs John Fedoriw British win5.42 hrsJohn and I are fans of larger scenarios, but due to work we'll be playing some shorter ones for the next couple months. This one obviously has banzai written all over it, so I set up to at least deny him one to kick off the action., Some lucky long-range shooting on a stack move killed a precious Jap leader and HS, broke the remaining three HS, and busted one of his two mortars. My wire made him re-route his western attack. John got revenge the bottom of the turn when I tried a stack move of my own and his MMG had a deceptively clear shot to them. Three dead HS, one broken, and a HOB heroic 8-1 later things knocked me back down to size. Neither of us are prone to mistakes of this nature, but this scenario is so short on time we had to press. I had covered both areas of entry well I thought, but was relieved when he chose the Turn 2 entry area. Both because it allowed my western force a turn to reposition, and because I thought the terrain would be too restrictive for him to move very far each turn in the east. What I didn't count on was the nice overwatch position his MMG was allowed at the lip of the valley. Even though I knew PTO was not in effect, I had a hard time grasping the nature of the board's LOS over the valley woods. Thankfully for me my sniper brained another leader in the east (9-1), but he'd still have two there, and that'd be enough. Once again I did what I could to prohibit a banzai in the east, though I knew that'd be the last reprieve I'd have. Turn 3 was very good for him, as he busted up my wall of Brits in the west by catching me off guard with a DC Hero. The full squad target survived the DC pinned but was lost in CC, while a HS went down in an existing melee. In the west some strong AF busted up a squad and my 9-1. The routing options on this board were abysmal, many times only allowing a step back of one hex, or even away from the desired direction entirely. My Turn 3 saw my western boys regroup in the woods, while my eastern boys did their best to skulk and avoid too much fire. Turn 4 saw the first banzai of course, and he grabbed his first hut. The other hut stood tall however, when the squad defending it survived heavy fire. With nowhere to hide he proceeded to break 3/4 of the HS next door to him, who had nowhere good to rout, and then once again survived heavy fire. This would make for a difficult decision for John on his last turn. Did he sit and shoot? And if so with how much? He chose not to, and kicked things off with a DC delivery from his 8+1, but I of course ignored this as I knew the position was lost anyway. So then he launched the first banzai of the turn and tied me up that way. His next banzai made what I consider an error in target, limiting his access to one of the needed hut hexes. This allowed me to focus on the one stack of units that could reach it, and they were whittled down and eventually eliminated. A rather hollow feeling victory as this one felt way too predictable and scripted at the end, and started growing tedious around Turn 3.
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ActionDate
wwillow Added a playing2025-05-04 20:18:09
Paul Legg Added a playing2025-04-13 13:49:34
Thompsonmg(MGT) Added a playing2025-04-12 12:52:43
von Garvin Added a playing2025-04-11 22:53:19
buser333 Added a playing2025-02-07 13:59:54
FileDescriptionUserViews
DB099 Setup File (DB099 Setup File.vsav)VASL SetupBongiovanni214
(japbrit.png)Imagehoxson11133
(gin drinkers line.png)Imagehoxson11077
VASLMap (DB099-VASLMap.png)Map Imagebkemp011331
(gin drink map.png)Map Imagehoxson1999
(DB099 The Gin Drinker's Line v644 Scenario Archive.jpg)Map Imagevon Marwitz913
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Statistics:
Avg Rating: 7.39Votes: 31
Views: 6174
To-Play list count: 4
Estimated Play time: 3.5 hours
Recorded Games: 30
Archive recorded plays:
Japanese15
British14
Drawn:1

ROAR Data: (as of today)
The Gin Drinker's Line [Confirmed]
[A] Japanese 30
[D] British 34
All Rights Reserved. (c)2022 Dave Ramsey.