We had wanted to play the mini-CG version of these scenarios, but upon in-depth analysis the Japs really get hosed - especially in the leader category. Also, I wouldn't bother using the email on the website, as (besides the multitude of errata already posted there to clean this up) my additional questions went unanswered. And what's up with that 15-hex-minimum range mortar? There are probably only a handful of visible hexes that it can see on the board, and these will either be quickly left behind or completely avoided once its made known. The only use I could find for it was granting a MG crew which possessed it HIP and emplacement. It's inclusion (beyond possibly only for pure historocity) is highly questionable. Anyway, Turn 1 kicked off with the Brits attacking heavy west, with only an AC and a Stuart playing guard in the east. Since my plan was to knock out the AFVs pronto, and both my guns were on this side, they got the brunt of my attention. The Stuart managed to extricate itself, but the AC was burning scrap by next turn. The Turn 3 Brit reinforcements showed they were serious about taking the east, but a HIP THH flamed a Stuart driving into the eastern most hut, and this fire would shortly spread to the hut debris itself - making control of this hex subject to A26.161. Another marauding Stuart was immobilized by another HIP THH in the far north west of the paddies, which became burning fodder for an AT gun a turn later. The west was mostly just a standoff, though a berserk Japanese HS survived all sorts of OG fire to reach some Brits in the stream, only to die in CC. Meanwhile a Stuart and AC over there each broke their MA. The Brits were quickly cleaning up in the east though with the help of both ARTs dropping round after round of smoke. By Turn 6 they had the eastern bridgehead seemingly in hand, but by now their only real hope was to get more VP north of 20 than the Japs (being severely outnumbered in CVP with all their lost vehicles). My sole holdout HS in the east was an intrepid little bugger however, stunning the Carrier that had drove up next to him (and then stunning them again to force recall the next turn), followed by taking out a fanatic Brit squad and hero in CC. My HMG crew was blasted to bits by a KIA, but a HIP crew in the east went into CC with a Brit HS, forcing a melee. The Turn 7 Brit push was a disaster, made worse by my own men shooting into the melee and eliminating the Brit HS while leaving my crew unscathed. With no mobile units around him to recapture ground, he would be able to prevent a Brit victory on his own, but there was no way the Brits would win either the CVP or north-of-20 VP battle regardless. I like the map and the overall look of the pack, but it's a bit of a bust as far as scenarios go.
2019-06-21
(D) Gordon Jupp
vs
Darren Orwin
Commonwealth win
First scenario of mini campaign. Caused a lot of damage to the Brits but had insufficient numbers to prevent the seizure of one of the VC areas.
2018-06-24
(A) Michael Rodgers
vs
Erik Lindblad
Commonwealth win
Japanese defended lightly at the British right bridge. After finding that out, everyone went that way. This also allowed them to push into the board edge victory area and take the win, although not without casualties.