AAR - Deception at RJ177

Leatherneck Pack 9


Cloyde Angel and I just finished a game from the Leatherneck pack, Deception at RJ177.

This battle pits 11 marine 768's and 8x348 HS against a variable force of Japanese on board 19. In addition, the Marines receive one M2A2 tank, 3 60 mm Mortars, HMG, and 2XMMG. Leadership is rather meager for the Marines, as he has a 9-1, 8-1 and 8-0.

One of the interesting things about this scenario is the variable OB for the japanese. Not only that, but a secret dr determines the starting force. So, the marine player does not know if the Japanese player will have pillboxes, HMG's or just a lot of squads and some panjis.

During our game, I received reinforcement 6 which is:
8X447, 3X347, 9-0, 8-0,8+1, 3XLMG, 2X50mm Mortar, 6XPanji, 3XFoxholes.

One important item, the victory conditions. The American player wins by clearing all hexes with 6 of X2 clear of unbroken japanese units. In addition, the Japanese get to start the random reinformement all HIP, and also, before I forget, the Japanese player receives 4x447, LMG, Mortar and 8-0 leader non-HIP.

In comparison to the other possible choices, I received the least in terms of quality units, but rather got quantity instead. Cloyde chose to trade in his 3 mortars for OBA. We were a little confused if he could actually do this, as it says you cant enter as reinforcements and take the trade in option for the mortars. Since the Marines were entering on board, we were not sure if this was a reinforcement. Yes, they are entering from offboard, but they were not technically reinforcing any onboard units. Maybe the list has some opinions.

We also played the 60mm OBA as having a +1 hindrance, but after looking this up, it has to be 70mm or greater, and I guess the FFE hindrance is not considered an LV hindrance???

Anyway, on to the game. Cloyde brought his forces on leading with a bunch of halfsquads across open ground. One broke, one made it, and two were KIA. The rest of his forces moved more carefully onboard without a problem. The rest of the game was not very exciting, consisting of me skulking and cloyde closing in on the board 19 woods.

I skulked during my turn and brought some of my HIP units out to shift them towards defending the attack. In the second game turn Cloyde makes another rush, this time behind smoke and FFE. I lay down a fire lane, but because it is only 6 hexes, It means he slides along it or goes comletely around it, but doesnt take any damage.

He gets ready to enter the woods on turn 3. However, he has advanced passed a squad HIP in the light jungle. Since he did not search, and it is within 6 hexes, this is a potential winning unit. All I have to do is reveal him and I can win the game if at any time I am getting close to no MMC within 6 hexes. As the VC state, no HIP units count as good order for VC determination.

I skulk again and now Cloyde tries to rush into the woods, and this is where his squads start a massive series of breaks, something like 5 out of 6 break to NMC and 1MC, leaving him with a few pinned squads. One of the problems he had was the Gusts he rolled removed his smoke, so the last few hexes of open ground were no longer screened with smoke.

I skulk again, and this time I shift second line half squads in the woods to prevent him from going very far. They simply act as speed bumps. I then break them if not already broken by advancing fire and manage to rally them by the leader I have for next turn. Worked out real well.

By now he has moved his tank unsupported to the other side of the woods which he had not attacked, and I was retreating to, and proceeded to destroy a squad of mine after I pinned him attempting a THH. Oh well.

Cloyde also had some difficulty rallying units. By his last movement phase he ran up 2.5 squads and his 9-1 leader, all to have a squad and 9-1 break and the others pin to a NMC. Very bad dice. At this point he also tried to infantry overrun a leader I had put in his way, but again, he failed his TC. So, I had a screen of squads and another two in foxholes behind them and he couldnt get into position to fire on them. game over.

I think this scenario, from the defenders point of view is rather boring. Not much to do but try to setup firelanes, and delay. You certainly cant duke it out with the marine firepower. Also, the VC seem rather harsh, as the Marine player has to clear all hexes within 6 of 19X2 of japanese. That means searching, but japanese are hard to find, and with all that HIP, can make it difficult in only 6 turns. Basically, the Marines have to do a mad dash across the open ground, and hope not to take to many casualties. Not much for subtlety.

Brian Abela