Turn 1 - Japanese. I moved on cautiously. My goal was to get my boys in position to make dashes across the road and bump check question marks. I guessed correctly that Dan's dummy stacks were in the wooden buildings. Both of his MMG's were covering the center cross road. Having looked at the ROAR stats, I had really given up any hope of winning this scenario. I knew Dan had two hipsters and he could easily leave one in a cellar location or level one of the two multi-hex buildings. So I knew the odds were stacked against me.
In the Defensive fire phase, I had managed to break Dan's 9-1 and a squad. They would rout out of the fortified building leaving a squad with an MMG. The 9-1 and squad would not rally for the entire game. I would make my first banzai charge after losing some other boys trying to cross the street. Dan's two MMG fire lanes would stall my attack.
I would get into two close combats that went Hand to Hand with devastating results. I would eliminate the Chinese, but my 10-0 and a squad would be killed and their DC would be eliminated. UGH...I would need both DC's breach a cellar as well as the fortified location...now I only had one.
As my berserkers went after the fortified building...there was no way in...so Dan and I incorrectly allowed my berserk crew to carry on into the other multi-hex building. This was incorrect. My boys were supposed to keep going after the fortified location until they finally eliminated. My berserk 10-0 had been wounded by the Sniper and therefore had correctly remained in front of the fortified building location, because he only had the 3 movement points.
Dan and I would have one final close combat before the game ended.
And now for Dan's Post-Game Comments:
"The plan worked. The Japanese took heavy casualties on a banzai charge and did not have the strength remaining to clear all the buildings. The scenario is small and fast to play but each casualty makes it hard for that side to recover. Fun game to play with Grumble Jones! Nice to get a little deluxe ASL in. My thanks to Grumble Jones for a fun banzai attack."
This picture shows Turn 3. (Turns 1 and 2 were just the trading of fire). Scott's reinforcements would move on to the board and be his first troops to cross the road in three turns. This is a 4-1/2 turn game. So you can already see that Scott has next to no chance of winning this game. There is nothing wrong about cautious play that minimizes your losses...but it also rarely allows you to achieve the scenario objectives.
Every player has their own ASL style. My buddy Scott tries to suffer as few casualties as possible in every game we play. He also like to maximize the casualties he inflicts. Scott typically fires nearly all of his units in every Prep-Fire Phase. He will move normally, only when he has pinned or broken the units in front of him. Playing against Scott is vastly different from playing Dan. Dan breathes therefore he attacks.
Turn 4 - Scott finally armor assaults with his armored car.