$18.00
GeekGold Bonus for All Supporters: 133.04

7,787 Supporters

$15 min for supporter badge & GeekGold bonus
49.1% of Goal | left

Support:

Recommend
10 
 Thumb up
 Hide
8 Posts

Band of Brothers: Old Breed South Pacific» Forums » General

Subject: AAR for OBSP rss

Your Tags: Add tags
Popular Tags: [View All]
Dean Halley
msg tools
Is anyone interested in reading AARs on OBSP scenarios as they are play tested? I won't post any pictures of the maps or counters until the publication date is closer, so you won't know what they look like in the AARs.

Thanks and have a great day!
Dean
11 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mike Hoyt
United States
Durango
Colorado
flag msg tools
mbmbmbmbmb
You bet!
6 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Tony Kerstan
Australia
Hobart
Tasmania
flag msg tools
mbmbmbmbmb
You Betchya!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Chuck McLaughlin
United States
Alpha
Illinois
flag msg tools
Sounds great.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Dean Halley
msg tools
I apologize for the delay in posting this. Family always comes first and I had to work through the 12th version of the Banzai Charge rules. That is what playtesting is all about.

AAR OBSP Scenario #2 Pride & Prejudice. Eight turns.
I am writing this AAR to give you a preview what expect in OBSP. This AAR may be difficult to follow, since you haven’t see the maps or the counters; so I will do my best to describe what is going on. And keep in mind that this is a play test version of the scenario and the OBSP, so this scenario, the rues, and the combat values may change by the time it is published.

This scenario takes place at night and is based on the Battle of Alligator Creek (also incorrectly called the Battle of the Teneru for years after the war). Each night scenario has a night vison range (NV) listed for it. This is how far a unit can see without illumination. Most of the time this is one hex. The South Pacific was a dark, dark place at night except when a full moon was out. And each side receives one-time use illumination counters to light up the night beyond their NV. And finally, U.S. units move slower at night than the Japanese and cost more in the Operations Range if they move. The reasons for all of this will be explained in the designer notes.

The terrain is a one-hex wide river (creek) with palm trees and jungle on both banks, and a sand spit at it mouth. The Marines are on the west bank and the Japanese are on the east. There are five Victory Hexes just three or four rows behind the Marine lines. The Japanese player only needs to control one of them to win. This forces the Marines to defend the entire river, which stretches them out in a thin line. A break through at any one point will be hard to contain because of the reduced U.S. movement capabilities at night. This forces the U.S. player to make some hard choices about front line units and reserves. The good news is that Marines love their FP and they have a lot of MGs. Squad FP is dismal at this point in the war though.

Turn 1
It is pitch dark out and six Japanese Squads Banzai charge across the sand spit at the mouth of Alligator Creek. Protecting the sand spit is a 37mm Gun firing canister ammunition, a MMG, an HMG and three squads. The Gun and MGs jam to often by rolling a plethora of 8, 9s, and 0s. (because they are firing WWI ammunition in the harsh tropical climate). This allows two of the Japanese squads to enter Melee against the Gun and a BAR squad. The Gun is eliminated, but so are both of the Japanese squads. Of the four remaining Japanese squads, two are eliminated out right in another Melee and the other two are Suppressed on the Sand Spit ready to renew their charge in Turn 2. All of the other U.S. units along the river sit tight, because another Banzai Charge may occur further downstream later in the scenario. The Gun and its canister ammunition will be missed. It was a heavy hitter with 10 infantry FP.

Turn 2
The U.S. HMG and MMG at the sand spit have found 1942 boxes of ammunition! They take out the two Japanese squads on the sand spit, and place Sustained Fire counters that covers both hexes of. But no worry for the Japanese. Six more Japanese Squads Banzai Charge across the sand spit as if nothing had happened. The Japanese have the highest Morale values in the game, and it gets better in a banzai Charge. Two of them are killed outright, two of them manage to get across the sand spit and engage the HMG and the BAR squad in Melee, and the other two stacked up behind them (they can’t move forward due to stacking limitations). The Rout Phase and Melee Phase go badly for the Japanese. One of the Japanese Squads is forced to scamper back across the sand spit for failing a Rout MC. Yes, even the Japanese can fail RCs Its just harder for them to do so, and the other one is eliminated. No U.S. units are lost.

Turn 3
Col. Kiyoano Ichiki is surprised that his men have failed to make headway at the sand spit with a Banzai Charge. It has almost always worked against the poorly led, poorly trained, and poorly equipped national forces in China. Ichiki doesn’t give up the idea of breaking the U.S. lines with a Banzai Charge, but he realizes he needs more FP to do it. Six HMGs, a Type 92 70mm Gun, and six squads armed with Grenade Dischargers are moved forward to the Creek. The choice is to deploy them in support of further efforts to cross the sand spit or downstream where there is more maneuvering room. The sand spit is tempting, because the U.S. line has been weakened there. But the Marines receive 81mm Mortar and 75mm Artillery support this turn; which would just pummel anyone coming across the sand spit (especially because it’s the only open ground in the scenario). Ichiki choose to try further downstream. A Japanese squad moves into the creek to probe the U.S. lines. Its intent is draw fire. It is successful by finding a .50 Cal. MG protecting that portion of the west bank. The squad is eliminated. U.S. mortar and artillery fire pound the east bank. It manages to suppress two squads but otherwise has no effect. Firing into palm trees and jungle really hampers their FP, but it better than nothing. The fire from the Japanese HMGs and Gun don’t amount to much either for the same reason. Three more Japanese squads venture into the river to try and breech the U.S. lines for the reinforcements that are coming in Turn 5. One is eliminated by an MMG, but the other two make it into Melee with the MMG and a BAR squad that is stacked with it. Both sides fail to eliminate each other, so they are locked in Melee for Turn 4.

Turn 4
U.S. artillery and mortar far continues to fall on the east bank; keeping most of the Japanese HMGs and Gun suppressed. The two remaining Japanese squads enter the river to probe the Marine lines to the left of the squads that are locked in Melee. They are Suppressed and stay put in the river. In the Melee Phase, the MMG is eliminated, the BAR squad is Reduced, and the Japanese squads survive intact. The Japanese have punched a hole in the Marine lines!

Turn 5
Nine more Japanese squads arrive as reinforcements and stage across from the break in the Marine lines.
U.S. artillery and mortar fall on them, and kills one HMG and one squad and suppresses two others while a U.S. squad and MMG moves slowly through the jungle to plug the hole in the lines. The Japanese follow up with a blistering fire from their HMGs and Gun and Banzai Charge right into the gap. When it’s all said and done, there are Melees in four adjacent hexes on the west bank, that includes the .50 Cal and BAR Squad that are fully Suppressed. When the smoke clears, one U.S. squad, one U.S. BAR squad, the .50 Cal. HMG, and five Japanese squads are eliminated. The Gap is growing in the U.S. lines, but the Japanese are out of reinforcements. They will have to make do with what is left on both sides of the creek. The units in two of the Melee hexes are still stuck in Melee.

Turn 6
The U.S. 75mm artillery fails its availability die roll, so its FP is missed for the turn. U.S. squads slowly filter into the gap and either reinforce the Melee or, if they don’t have the MPs to get there, take up positions to block and Japanese that survive. In the Melee Phase another U.S. MMG is eliminated and four Japanese squads emerge victorious. Now the only thing between them and a Victory Hex is a HMG and a 60mm Mortar team... both with low Melee FP if the Japanese reach them. Two turns to go. The Japanese are feeling victory… but will need both turns to get there.

Turn 7
Not many units left on either side, so the turns are going quickly now. Two of the last three available U.S. squads reinforce the Gap by moving into Melee with two of the Japanese squads that are threatening the Victory Hex. The Japanese there die a glorious death, but it leaves the U.S. squads out of position to protect the threatened Victory Hex in the next turn. A third Japanese squad is KIA while rushing towards the Victory Hex. The final Japanese squad rushes the victory hex too and is Suppressed by the HMG. The squad passes its MC and moves adjacent to the Victory Hex. The last U.S. squad that is in position to help has just enough MPs to move adjacent to the threatened Victory Hex before the turn ends. One Turn to go!

Turn 8
The lone Japanese squad moves into the Victory hex as does the U.S. squad and Mortar team. And that is it. Now it’s the Melee Phase and the Japanese squad is eliminated. It was a close one for both sides.

I hope you enjoyed this AAR.

Have a great day everyone!
Dean

5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mike Hoyt
United States
Durango
Colorado
flag msg tools
mbmbmbmbmb
Very interesting read. You mentioned 5 Victory Hexes, was it sufficent for the Japanese to take any one to win?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Dean Halley
msg tools
yes. Only one to win. But its not as easy as it sounds.

Dean
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Si Brooks
msg tools
Sounds like we have a treat in store for us. I'm looking forward to getting hold of this one.

Si

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.