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.
2017-07-20
(D) Simon Staniforth
vs
Japanese win
2017-07-01
(D) Simon Staniforth
vs
Japanese win
2017-06-27
(D) Tom Abromaitis
vs
Commonwealth win
2017-05-19
(D) Colin Emerson
vs
Michael Dorosh
Japanese win
Tough one for my opponent...his dice were miserable, while mine were better than average for the majority of the game. Essentially every gun on his tanks broke. I was lucky enough to ambush him 3 times, either withdrawing or killing his troops in hand to hand combat. The one thing that seemed off was having a mortar with a range of 15-30 hexes. I had to defend on a front that was 15 hexes wide, probably won't get too many shots with that thing. Errata?
2017-05-17
(A) Michael Dorosh
vs
Colin Emerson
Japanese win
Amazingly bad rolls, otherwise, seems balanced enough. Conceded as British on last Japanese player turn when it became obvious I couldn't make a push -too many CVP lost and no way to get both objective areas. Had four Stuarts, at game end had two tanks with malf BMG *and* CMG, another tank with x'ed MA and the last tank also had a DX BMG. Rolled about seven boxcars. Japanese too good in CC, kept winning ambushes and withdrawing. Winnable, but I just didn't have it this time.
2017-04-28
(D) Andy Beaton
vs
Jonathan Kay
Japanese win
Japanese built up an early CVP lead with some lucky AT gun fire. British did a massive left-flank rush for the crossroads which the Japanese were able to reinforce and stifle the British with intense CC action in the jungle. Came down to some lucky CC rolls to give the Japanese the win.
2015-09-06
(A) Jason Wert
vs
Gabe Wert
Japanese win
Great Game and really fun scenario. We're playing through the CG and it was tense last 2 turns. Japanese held out one hex to get the win.