Thanks! I'm feeling like the system is starting to get more fluid for me now. I'm still making little execution errors, but I'm getting quicker to spot them. I'm about half done filming the final sequence now, and hope to publish it tonight or tomorrow. :)
You can almost feel them playing out in your mind's eye, too. Japanese forces racing across the opening, US forces trying desperately to take them down before they reach the jungle. Then a crash into wild melee and ... no US forces left. That was really fun to play out.
This is going well, down to the final couple of turns for a result, very enjoyable. I will have a look at LnL sale later today, even with the postage still cheaper than this side. Many thanks
I think the next turn or so will decide it, but yes, there are pathways to victory for the Japanese, despite the rough results in the village. The timing will be tricky, though, I don't think the Japanese forces on the east have enough time to make it to the village. Maybe just barely.
Very tense action. The Banzai attack was cool to see it executed. Small correction that did not change the outcome of the attack. The two US units firing at the charging Banzai units from B3 would be a +2 not a +3. We are trained to fire with a +1 at infantry units in the LnLT system. Banzai attacks ignore this penalty. You are correct if the Melee attack number was a 10 and the defense was a 4 the ratio would be 3 to 1. Using the convenient Melee chart in rules 5.1, page 162, the chart has a conversion of attack to defense odds. Great work. Looking forward to the final three turns. Thank you for your time making these videos.
Thanks, and thanks for all the rules feedback. :) For that attack from B3, there were two +1 squads and a +1 BAR. Wouldn't that be 1+1+.5 rounded to 3? As an aside, the BAR might not have been there at the beginning of the episode. I found it off to the side as I was making the episode and realized it had gotten misplaced somehow. I put it back in B3 where it was supposed to be.
In Heroes of the Pacific, U.S. Army Squads don't halve their Inherent Fire Power (IFP) as described in 5.2. Half-squads do halve their IFP as in 5.2. This applies to U.S. Army not USMC. @@ZillaBlitz
Think this might be the 1st time I've ever heard of odds being rounded UP??? (10-4 for the close combat being 3-1 instead of 2-1.) On the mortar fire INTO the jungle, wondering if there is a bonus for arty/mortar against woods? i.e. instead of being a positive 2 for the US being in there, being in the woods is usually a NEGATIVE due to airburst.
Yeah, I had to double check those odds, I thought perhaps it was a typo on the chart. But the rules mention it too, round up. :) Mortars cancel the defensive benefits for walls and hills but not for anything else I can see.
I didn't think airbursts were a thing in WW2, except for some minor uses by the Germans. I mean, artillery could hit trees and explode the tree in the air, which was a similar effect, but very little use of bombs that would explode in the air before hitting anything. Not to be picky, but the two things are different. :)@@whovian223
@@ZillaBlitz well, they’re called “airbursts” in the Combat Commander rulebook, so I didn’t come up with that :) Jensen says that mortars & artillery “had a tendency to explode in the treetops” and hence the firepower is +2 for artillery or mortars firing at units in the woods.
I think I mentioned it briefly in one of the earlier episodes but I should bring it up again when it happens in the future. The national rules are pretty cool, as they add some uniqueness to each of the forces. :)
this video is the best yet. Looking forward for the grand finale!
Thanks! I'm feeling like the system is starting to get more fluid for me now. I'm still making little execution errors, but I'm getting quicker to spot them. I'm about half done filming the final sequence now, and hope to publish it tonight or tomorrow. :)
Those Banzai charges are effective!
You can almost feel them playing out in your mind's eye, too. Japanese forces racing across the opening, US forces trying desperately to take them down before they reach the jungle. Then a crash into wild melee and ... no US forces left. That was really fun to play out.
This is going well, down to the final couple of turns for a result, very enjoyable. I will have a look at LnL sale later today, even with the postage still cheaper than this side. Many thanks
I think the next turn or so will decide it, but yes, there are pathways to victory for the Japanese, despite the rough results in the village. The timing will be tricky, though, I don't think the Japanese forces on the east have enough time to make it to the village. Maybe just barely.
Very tense action. The Banzai attack was cool to see it executed. Small correction that did not change the outcome of the attack. The two US units firing at the charging Banzai units from B3 would be a +2 not a +3. We are trained to fire with a +1 at infantry units in the LnLT system. Banzai attacks ignore this penalty.
You are correct if the Melee attack number was a 10 and the defense was a 4 the ratio would be 3 to 1. Using the convenient Melee chart in rules 5.1, page 162, the chart has a conversion of attack to defense odds.
Great work. Looking forward to the final three turns. Thank you for your time making these videos.
Thanks, and thanks for all the rules feedback. :)
For that attack from B3, there were two +1 squads and a +1 BAR.
Wouldn't that be 1+1+.5 rounded to 3?
As an aside, the BAR might not have been there at the beginning of the episode. I found it off to the side as I was making the episode and realized it had gotten misplaced somehow. I put it back in B3 where it was supposed to be.
Yes it would be. I forgot about the Bar.@@ZillaBlitz
Also, Support Weapons are not 1/2 in a multiple attack (5.2).
Right, it would be +1 for the first squad, +1 for the BAR, and +.5 for the second squad, right? Round up to 3?
In Heroes of the Pacific, U.S. Army Squads don't halve their Inherent Fire Power (IFP) as described in 5.2. Half-squads do halve their IFP as in 5.2. This applies to U.S. Army not USMC. @@ZillaBlitz
Dang...this is fun. I can't way to play this! -Dan
Heroes of the Pacific is intense. Hope to see more scenarios here. There are tank scenarios too.
I'm having a lot of fun playing this one, so many possibilities.
The amphibious landing scenarios are tough and intense too.@@ZillaBlitz
Oh, those sound fun, yes.
Its the full pack of the game? Or the basic pack?
It’s the base game but I bought the 4k X-maps.
Think this might be the 1st time I've ever heard of odds being rounded UP??? (10-4 for the close combat being 3-1 instead of 2-1.)
On the mortar fire INTO the jungle, wondering if there is a bonus for arty/mortar against woods? i.e. instead of being a positive 2 for the US being in there, being in the woods is usually a NEGATIVE due to airburst.
Yeah, I had to double check those odds, I thought perhaps it was a typo on the chart. But the rules mention it too, round up. :)
Mortars cancel the defensive benefits for walls and hills but not for anything else I can see.
@@ZillaBlitz Interesting. I know other tactical games (ASL and Combat Commander) have air bursts in jungle and woods for mortars.
I didn't think airbursts were a thing in WW2, except for some minor uses by the Germans. I mean, artillery could hit trees and explode the tree in the air, which was a similar effect, but very little use of bombs that would explode in the air before hitting anything. Not to be picky, but the two things are different. :)@@whovian223
@@ZillaBlitz well, they’re called “airbursts” in the Combat Commander rulebook, so I didn’t come up with that :) Jensen says that mortars & artillery “had a tendency to explode in the treetops” and hence the firepower is +2 for artillery or mortars firing at units in the woods.
The 2 1’s rolled by the Japanese when testing against the US def fire…no hero generation?
Nice catch! In the normal rules they would possibly generate heroes, but Japanese national rules = no heroes.
Ohhh, did not know that. Only have the Normandy/Russian Front versions. Thanks. @@ZillaBlitz
I think I mentioned it briefly in one of the earlier episodes but I should bring it up again when it happens in the future. The national rules are pretty cool, as they add some uniqueness to each of the forces. :)
You should’ve traded the M1919 with the BAR since the M1919 can’t move with the tripod and would’ve helped against the banzai.
Good to know thanks!
can you move the m1919 with out dismantling it
Nope, I put a subtitle there explaining that it was an error then I fix it later in the episode. :)
Marine's don't take prisoners...
These are US Army I believe. :)
@@ZillaBlitz Major mistake for me, sorry!
No worries! I didn't really emphasize it at the beginning of the scenario. :)