Thanks! I don't want to drive myself crazy trying to play a game perfectly, but I do want to be "accurate". I feel like there is a tipping point of errors. If there are too many, you're no longer playing the game as the designer intended. I like to avoid that. :)
Love how different this scenario is from the other one and how many additions/changes to gameplay the Japanese/US have. Again really enjoying this series and its all poised for the next episode!
I'm glad you're enjoying it, Parkera! I'm having fun making these, although I think I need a better understanding of how to defend the town with the Japanese. I've been looking at where they are positioned and am thinking this isn't a good plan. We'll see, though! :)
A lot going on and nice to see a review of the rules that were not quite right from the previous episode. Really starting to like the look of the game.
One unexpected element for me is the creativity and cleverness of the scenario design, at least the ones I've played so far. They all feel like unique tactical challenges, with multiple ways to approach them. Fun times.
Love this map and the scenario. My one thought on the set up was that, given that most of the US forces have a movement of 6, it seemed like turn 3 is a little late for the Japanese reinforcements to arrive. It looks like the majority of US troops are way passed where they spawn by that turn.
It feels like the US have the option here of trying to destroy the Japanese in the center of the map first, then taking everything to the village and running out of time, or cutting in half and having the leaders and some squads go to the village first. Both strategies have plusses and negatives, I'm curious to see how this one turns out. The US forces who aren't with leaders can only move 4 hexes, so they get a bit snagged by the Japanese reinforcements. :)
Enjoying the videos. Rules check 6.3 Low Crawl. If a unit must expend All of its MPs to move one hex (or within one hex) it cannot Low Crawl. The Shaken German units from the previous video could not Low Crawl in the Wheat Field because a Shaken unit has a movement factor of 2 and to move a Leg unit in a Wheat Field takes two MPs (all of the Shaken unit MPs).
D’oh! Very nice find! I actually remember reading that once you mentioned it but it totally slipped my mind. Very nice, thanks for pointing that out. I’m going to shoot the next episode tomorrow and will mention this then. Thanks!
Great series! I have the DLC for this module so I am anxious to see the outcome, it will prepare me for when I eventually play the scenario for myself, thanks again!
Score! Thanks! You are correct. Ponds have prohibited movement for leg units, but streams are passable with a movement cost of 4. Thanks! I totally missed that. Adding it to the Known Errors section now. Much appreciated.
Very nice video. Thanks. It's hard to read the terrain on my phone. Probably need to open my own copy of the game 🙃 That said, it seems like you need to create fields of fire farther forward, away from the village. Especially if - as a comment suggested - the mortar can dominate the battlefield. Assuming spotting rules of course, which I don't completely understand. For example, is it possible for the two half-squads to spot for the mortar in the rear? Radios? If so, they are extremely valuable. My idea is to pin the US, hoping to hit them in the flank with the banzai reinforcements while the mortar immobilizes them. Gotta say, whether it works or not, it seems more in the spirit of the Japanese army. Otherwise they will be defeated piecemeal. And since their units can't be shaken, I'm assuming those that survive will always be able to move. Once casualties happen, my guess is that the economy of impulses, rallying, dead leaders, etc may mean that even if the Japanese are completely annihilated, there won't been enough turns and/or the surviving American units will be too slow to get to the village. Especially if control uses impulses. Can one US unit control the three village hexes on one turn, assuming they have enough movement points to move three each hex? This is a wonderful video series on what seems like a very nice tactical system. I'm fascinated by the nuances. The gods of wargaming thank you, sir 😉
Thanks for the kind word on the video, I'm glad you're enjoying them! Lots to unpack here, but I do think it highlights the main point that I've found with the scenarios: They are quite thought-provoking, with lots of different ways to approach winning from either side. The mortar can only be fired indirectly if an adjacent friendly unit has LOS to the target. So ... no radios. I have a sense there is a better place to position and a better way to handle it than I'm doing. It'd take a US squad 6 Movement Points to take all three of the village locations, but it could do that if accompanied by a leader. Control is uncontested occupation or being the last one to occupy the hex. One good shot with the mortar on a packed US formation could really make things hard for the US.
@@ZillaBlitz Thanks for the reply. I didn't realize the spotter needed to be adjacent. But I was pretty sure they didn't have radios. I still think you need to position them near the base of the hill. And your point about the mortar hammering a big stack with a leader might make sacrificing the mortar worth it. Another solution is gamey. One of the things I really like about your videos on this system is the question of nuance. So a great example is the spotting system. You know a unit is there, because you can literally see it. But you have to spend impulses to do something about it. (Although, maybe that only applies to fire. In theory you could move next to them. Which is also cheesy.) If the idea is to slow the Americans down, you could position Japanese units in jungle hexes in ambush positions. And do nothing. Realistically, it forces the US to develop the Japanese defenses cautiously, which they probably would have done. If those reinforcements come in before the Americans have advanced too far, they can also set a trap. What feels gamey to me is that you are using the fact that the enemy can see, when they can't in fact see, to slow them down. However, my sense is that war in the jungle, especially New Guinea, was cat and mouse. During the fighting on one of the trails, the Japanese positions were so well camouflaged, the Americans and Australians literally had to be almost on top of them to see them. Which was too late. So you're using a gamey effect to create a realistic situation in the sense that you have to be careful and cautious. Don't know if you've ever played Magic, but I knew one of the most famous players in Magic history. He'd sit there with one card in his hand and his opponents were afraid to tap out, play a card, do anything. His patience was infinite. My gut tells me there's something like this going on in this game and scenario. Otherwise it's too easy for the Americans. It's amazing how rich this system is. And your videos convey it beautifully.
Thanks for the input and thoughts! I like both the digital and tabletop versions of this series. Each system has its plusses and minuses. One advantage to the digital version is that it does portray that hidden movement much better. So as the US, we wouldn't see the Japanese defenders until they hit LOS, and the Japanese wouldn't know where we are attacking from until our units move into LOS. I might give the digital version of this scenario a shot after this. I'm very curious to see how the AI approaches defending the village.
You have to get completely rid of the Japanese 1/2 squads at the beginning of the game. Fire EVERTHING at them including the MMG - which I suspect wouldn't give that much support attacking the village. EVERTHING fires at them on turn one. Then no flanking issues to worry about early on.
Interesting! I was thinking the exact opposite. :) That by firing on the two squads, you delay your advance to the west, which means that the squads that arrive on Turn 3 can create more problems. If you just move fast with your leaders and 3 squads each, you can get to the village with enough men to attack and not worry about the other Japanese troops. Be fun to try it a few different ways. :)
It's all about the mortar! Can the Japanese spot for the mortar? I THINK the one group near where the replacements come in spotted Migliore? And it's 9 hexes from the mortar? BUT, back to the mortar being in a house hex--most games say you can NOT fire a mortar from inside a house! ;-) Ah, and at the end you DO state that and THEN move them out. SO, you really, REALLY should have not set it up in the house to begin with or moved it out on turn ONE in case it had a shot on turn two. Which it DOES have a target within 9 hexes. BOTH stacks of US leaders are within 9 AND spotted by that one Japanese unit. Heck so is the other stack! But you also kind of implied the spotting unit may need to be very near the mortar? Which is going to be a problem to ever get a shot off on this map--kind of the same with the MGs...;-p Or if it's a LEADER that has to spot, then the incoming Reinforcements have a leader who can call down pain on the US!
The mortar can fire indirectly only if the unit crewing the mortar is adjacent to a friendly unit that has a clear line of sight to the target. That does give me an idea, though, perhaps I could have pushed up one squad and the mortar team to the edge of the woods. It might be a bit late for that now, but yeah, using that mortar to disrupt the advance from distance might be a good tactic for the Japanese.
The fact that you're really stuck into the rules is the absolute added value to get a good impression for this game. I like your work a lot
Thanks! I don't want to drive myself crazy trying to play a game perfectly, but I do want to be "accurate". I feel like there is a tipping point of errors. If there are too many, you're no longer playing the game as the designer intended. I like to avoid that. :)
So great to review errors in the previous episode and also review tactics. I love this format - please keep it up!!!
Thanks! I'm happy you're enjoying it. I definitely want to keep going. :)
In depth rules error review. Brilliant! Thanks for making the learning process more confident.
Thanks! I'm glad you're enjoying it. :)
Great tutorial, ZIlla! Eagerly awaiting Phase 2 of the battle!
Thanks! I'll likely make and post this on Saturday. :)
Love how different this scenario is from the other one and how many additions/changes to gameplay the Japanese/US have. Again really enjoying this series and its all poised for the next episode!
I'm glad you're enjoying it, Parkera! I'm having fun making these, although I think I need a better understanding of how to defend the town with the Japanese. I've been looking at where they are positioned and am thinking this isn't a good plan. We'll see, though! :)
Drop all the other replays! Lol
More LnlT
Ha! Need to give people some time to find errors, then I'll get started on Part 2. :)
@@ZillaBlitz Glaring Error found...
You aren't posting these every other day.
@@StewsReplay Haha! Just need to figure out a way to retire early and I could get two videos out per day. :)
A lot going on and nice to see a review of the rules that were not quite right from the previous episode. Really starting to like the look of the game.
One unexpected element for me is the creativity and cleverness of the scenario design, at least the ones I've played so far. They all feel like unique tactical challenges, with multiple ways to approach them. Fun times.
Love this map and the scenario. My one thought on the set up was that, given that most of the US forces have a movement of 6, it seemed like turn 3 is a little late for the Japanese reinforcements to arrive. It looks like the majority of US troops are way passed where they spawn by that turn.
It feels like the US have the option here of trying to destroy the Japanese in the center of the map first, then taking everything to the village and running out of time, or cutting in half and having the leaders and some squads go to the village first. Both strategies have plusses and negatives, I'm curious to see how this one turns out. The US forces who aren't with leaders can only move 4 hexes, so they get a bit snagged by the Japanese reinforcements. :)
Enjoying the videos. Rules check 6.3 Low Crawl. If a unit must expend All of its MPs to move one hex (or within one hex) it cannot Low Crawl. The Shaken German units from the previous video could not Low Crawl in the Wheat Field because a Shaken unit has a movement factor of 2 and to move a Leg unit in a Wheat Field takes two MPs (all of the Shaken unit MPs).
D’oh! Very nice find! I actually remember reading that once you mentioned it but it totally slipped my mind. Very nice, thanks for pointing that out. I’m going to shoot the next episode tomorrow and will mention this then. Thanks!
Looking forward to the next video.@@ZillaBlitz
Working on it now. :)
Certainly enjoy your playthroughs of wargames, They are excellent!!
Thanks much! They are great fun to make. :)
Great Thanks Zilla!
My pleasure, next episode probably Monday or Tuesday. :)
Love the Lighting and beautiful counters!!!
Thanks, Stew! Much appreciated. :)
Great series! I have the DLC for this module so I am anxious to see the outcome, it will prepare me for when I eventually play the scenario for myself, thanks again!
I want to play the digital version after this, as I'm curious to see how the AI might handle the Japanese defense. :)
Another great one in the series. Cool and different Japanese abilities/tactics seems to reflect history. Really enjoying this! -Dan
Thanks, Dan! I am liking how each module has special rules to reflect that particular campaign, yes.
Double check the water terrain SSR. Parts might be defined as Stream with MP costs for units to cross.
Score! Thanks! You are correct. Ponds have prohibited movement for leg units, but streams are passable with a movement cost of 4. Thanks! I totally missed that. Adding it to the Known Errors section now. Much appreciated.
@@ZillaBlitz Best LnlT on YT!!
Very nice video. Thanks. It's hard to read the terrain on my phone. Probably need to open my own copy of the game 🙃 That said, it seems like you need to create fields of fire farther forward, away from the village. Especially if - as a comment suggested - the mortar can dominate the battlefield. Assuming spotting rules of course, which I don't completely understand. For example, is it possible for the two half-squads to spot for the mortar in the rear? Radios? If so, they are extremely valuable. My idea is to pin the US, hoping to hit them in the flank with the banzai reinforcements while the mortar immobilizes them. Gotta say, whether it works or not, it seems more in the spirit of the Japanese army. Otherwise they will be defeated piecemeal. And since their units can't be shaken, I'm assuming those that survive will always be able to move. Once casualties happen, my guess is that the economy of impulses, rallying, dead leaders, etc may mean that even if the Japanese are completely annihilated, there won't been enough turns and/or the surviving American units will be too slow to get to the village. Especially if control uses impulses. Can one US unit control the three village hexes on one turn, assuming they have enough movement points to move three each hex?
This is a wonderful video series on what seems like a very nice tactical system. I'm fascinated by the nuances. The gods of wargaming thank you, sir 😉
Thanks for the kind word on the video, I'm glad you're enjoying them!
Lots to unpack here, but I do think it highlights the main point that I've found with the scenarios: They are quite thought-provoking, with lots of different ways to approach winning from either side.
The mortar can only be fired indirectly if an adjacent friendly unit has LOS to the target. So ... no radios. I have a sense there is a better place to position and a better way to handle it than I'm doing.
It'd take a US squad 6 Movement Points to take all three of the village locations, but it could do that if accompanied by a leader. Control is uncontested occupation or being the last one to occupy the hex.
One good shot with the mortar on a packed US formation could really make things hard for the US.
@@ZillaBlitz Thanks for the reply. I didn't realize the spotter needed to be adjacent. But I was pretty sure they didn't have radios. I still think you need to position them near the base of the hill. And your point about the mortar hammering a big stack with a leader might make sacrificing the mortar worth it.
Another solution is gamey. One of the things I really like about your videos on this system is the question of nuance. So a great example is the spotting system. You know a unit is there, because you can literally see it. But you have to spend impulses to do something about it. (Although, maybe that only applies to fire. In theory you could move next to them. Which is also cheesy.) If the idea is to slow the Americans down, you could position Japanese units in jungle hexes in ambush positions. And do nothing. Realistically, it forces the US to develop the Japanese defenses cautiously, which they probably would have done. If those reinforcements come in before the Americans have advanced too far, they can also set a trap. What feels gamey to me is that you are using the fact that the enemy can see, when they can't in fact see, to slow them down. However, my sense is that war in the jungle, especially New Guinea, was cat and mouse. During the fighting on one of the trails, the Japanese positions were so well camouflaged, the Americans and Australians literally had to be almost on top of them to see them. Which was too late. So you're using a gamey effect to create a realistic situation in the sense that you have to be careful and cautious.
Don't know if you've ever played Magic, but I knew one of the most famous players in Magic history. He'd sit there with one card in his hand and his opponents were afraid to tap out, play a card, do anything. His patience was infinite. My gut tells me there's something like this going on in this game and scenario. Otherwise it's too easy for the Americans. It's amazing how rich this system is. And your videos convey it beautifully.
Thanks for the input and thoughts! I like both the digital and tabletop versions of this series. Each system has its plusses and minuses. One advantage to the digital version is that it does portray that hidden movement much better. So as the US, we wouldn't see the Japanese defenders until they hit LOS, and the Japanese wouldn't know where we are attacking from until our units move into LOS. I might give the digital version of this scenario a shot after this. I'm very curious to see how the AI approaches defending the village.
@@ZillaBlitz Very interesting. Looking forward to it.
You have to get completely rid of the Japanese 1/2 squads at the beginning of the game. Fire EVERTHING at them including the MMG - which I suspect wouldn't give that much support attacking the village. EVERTHING fires at them on turn one. Then no flanking issues to worry about early on.
Interesting! I was thinking the exact opposite. :) That by firing on the two squads, you delay your advance to the west, which means that the squads that arrive on Turn 3 can create more problems. If you just move fast with your leaders and 3 squads each, you can get to the village with enough men to attack and not worry about the other Japanese troops. Be fun to try it a few different ways. :)
Played this scenario 3 time. Lost twice won once
Digitally? As the US?
You are not tactical
yes@@ZillaBlitz
It's all about the mortar!
Can the Japanese spot for the mortar? I THINK the one group near where the replacements come in spotted Migliore? And it's 9 hexes from the mortar?
BUT, back to the mortar being in a house hex--most games say you can NOT fire a mortar from inside a house! ;-) Ah, and at the end you DO state that and THEN move them out. SO, you really, REALLY should have not set it up in the house to begin with or moved it out on turn ONE in case it had a shot on turn two.
Which it DOES have a target within 9 hexes. BOTH stacks of US leaders are within 9 AND spotted by that one Japanese unit. Heck so is the other stack! But you also kind of implied the spotting unit may need to be very near the mortar? Which is going to be a problem to ever get a shot off on this map--kind of the same with the MGs...;-p
Or if it's a LEADER that has to spot, then the incoming Reinforcements have a leader who can call down pain on the US!
The mortar can fire indirectly only if the unit crewing the mortar is adjacent to a friendly unit that has a clear line of sight to the target.
That does give me an idea, though, perhaps I could have pushed up one squad and the mortar team to the edge of the woods. It might be a bit late for that now, but yeah, using that mortar to disrupt the advance from distance might be a good tactic for the Japanese.
@@ZillaBlitz Hmmm, that makes it very hard, indeed. Can it opportunity fire? Guess we'll find out in the next episode!
Mortars can't opportunity fire either, at least indirectly. I'll have to check about direct opportunity fire.
Tactical mike has just spawned
Next up, Nuclear Mike?
@@ZillaBlitz It could happen ! Fallout LnLT ! hehe
@@ZillaBlitz no, just an ordinary Italian Mike has brought pizza
Now we're talking! Or XCom LnLT. 🚀 👽
US long range mg fire from the hill damaged the Japanese in the village.
Isn't that out of range?
I have no clue how I got here.
Me neither. ;)