AAR - Children of the Kunai

Paddington Bears 3


Today we will look at Children of the Kunai from the Paddington Bears Ninty Six Pack. First of all there are some subtle differences between the Australian version and the one put out by Critical Hit[#28]. I`m not claiming that one is better than the other, only that there are differences and I`m reporting on the PB`s version.

Todays game begins with the opportunity to play one of my good friends son. Let me be the first to tell you that if a thirteen year old named Brian Hess pulls up a chair and offers a game be very wary. Brian has been playing ASL for a few years with his father and occasionally plays at our Seattle club house "MSG" or Metro Seattle Gamers for those who don`t know. Brian has the distinction of knocking off the probable best player in Western Washington, Jim Roche and has given fits to everyone else who`s sat across the table from him. Today it was my turn and Brian taught this old (40) grognard a few lessons about reading the rule book.

As is my habit, I selected a PTO scenario that has been on my must play list for several years now and we chose sides by lottery. I end up with the Japanese and proclaim that this is a good omen. I begin pulling counters while Brian reads from the scenario card. We place the boards and I am left alone to set up my defenders.

Children Of The Kunai takes place in Malaya during the Japanese invasion of 1942 and features the Australian Imperial Forces putting up one of the very few well fought defensive battles during Great Britians greatest defeat. Our scenario uses half boards 35 and 37 with but a single overlay and plays for five and one half turns. At the outset the Japanese are out numbered two to one. This disparity changes with reinforcements on turn two and three and as an added bonus receive air support with a dr roll less than the current turn number. For the Australians we have twelve 4-5-8 squads, three leaders and an assortment of support weapons. Their big weapon is 80+mm OBA provided by a radio that has to be lugged around the very restrictive terrain of our playing area. In order for the Australians to win they must have nine CVP`s west of the 35A5-Q6 road and to do this must cross many many hexes of kunai

Scenario begins with the Japanese player setting up all of his units concealed (allowed by SSR) on or south of hexrows 4 board 37 followed by the Australian player setting his units up on board 37 hexrows 6 or greater. I choose to concentrate my forces along the path that separates our respective setup areas as this will provide me with a good frontline defense with more than adequate fall back possibilitys. For an added surprise I HIP my 9-1 and MMG in the middle of my setup area with a nice fire lane going right down the path that he will have to cross. The Australians will have to cross open ground in front of my lines and I hope to inflict maximum casualitys before falling back to more tenable positions in the kunai fields.

Brian sets his forces up in a tight cluster of trees and kunai more or less centrally located in front of my defense and begins to move out. (at this point Brian commits the only serious mistake he made all game and it ended up costing him. I belive that the Australian player must attack from his left flank with a small screening force covering the right. Brian set up in the middle allowing me to concentrate my defenders). Brian suffers a few breaks and a wounded leader before the end of his half of turn one and then is suprised to see me withdraw three hexes during my half of the turn. Turn two adds slightly to the carnage as I am able to break the Aussies with out much in return and then I again withdraw to gain concealment. This will be the pattern though most of the game and I am at last backed up to the road that he must cross to claim victory. It is turn five, Brian has in position twelve or fourteen points and I have once again withdrawn to what will be my do or die line. I move my troops out into the road and it is up to Brian to find a way across. I enjoy the first fire opportunity and manage to break most of his front line force, giving me the victory.

In this scenario, the attacker must pick a line of advance and stick to it. There is not time to realign the point of attack and for the Australian commander to attack in the middle is suicide. The Japanese player will collapse on them and unless they are very lucky, be broken and find themselves out of time. With the Japanese, they must cover seventeen hexes with six squads at the onset and I found myself fortunate that Brian attacked where I was strongest. If he had attacked on either flank I would have had at least half of my force out of position and the game would probably have been his.

At one point in the game I elected to try to overrun two of his squads with the HA-GO I received as one of my reinforcements. As I pulled up next to the first squad Brian announces a to hit attempt. Knowing that his ATR is out of position to fire I question where his attempt will come from. He announces that he will make an attempt with his light machine gun. I laugh, I scoff, he says any machine gun will do, not, as I have always belived only Mmg`s and Hmg`s can do. He rolls a hit, he causes a stun, his next squad fires their Lmg hitting and immobilizing said HA-GO. This old dog has been shown up by a young pup.

My hat is off to the fellows from down under. A good tournament scenario that plays fast and furious. Rates high on my replay list and is another good introductory PTO scenario for those of you who have not yet seen the true path. PTO ROOLZ

Scott Picardat