Showing posts with label Gung Ho. Show all posts
Showing posts with label Gung Ho. Show all posts

12 February 2022

Gung Ho-The Finale

 

The Forces

USMC (FM 11)
2nd Marine Raider Battalion (missing 13 men)

Platoon #2
2 SL's
2 Raider Squads with Superior JL's and 9 men (-3 men)

Supports (11)

Raider squad
extra BARs for 1 squad
Native Assistance
M1919 LMG Team

Japanese (FM 10)
62nd Garrison Force (missing 19 men)

1 SL
1 Inferior SL
2 LMG Buntai's with JL's
Knee Mortar Buntai with JL and 3x50mm Mortars (-6 men)

Supports (6)

MMG team
Marksman
Adjutant 


Patrol Phase

We started off using P-Y's patrol ap, smaller dots represent the JOP's. This was the "Attack on an Objective" scenario for the main rulebook. The Raiders have to blow the Fuel Tanks. This was a completely different game then the last in that the Raiders were able to capture the southwest part of the terrain so their approach to the objective would be from the south.


The Action

The game took place over 2 days, as we got started a little late the first session. We finished up this past Tuesday. All the core players showed up for both sessions. I thought I had taken more photos but it appears I had not. There was a bit of tentative movement in the first session but the game certainly sped up in the second session.

The table
JOP's
The Japanese deployed their marksmen in the watchtower as well as their Knee Mortar squad almost immediately. The Knee Mortars were placed behind one of the oil tanks with the Marksmen giving them indirect LOS to the approaching raiders.
The marines got off to a quick start deploying their 2 core squads and then their support squad as well as their LMG team just south of the wharf.
The green raider squad with the Platoon leader took some loses and shock from the Knee Mortars.
Pink and blue marines squads advance to the jungle edge
Eero leads the pink squad to safety behind a hut in the initial raider assault on the objective.
They are covered by the blue squad.
The green marine squad supported by the LMG also advanced north staying behind another hut to block LOS for the marksman.
Jarrko has deployed the IJA blue squad with himself in the concrete building,
the IJA green squad is finally deployed just out of LOS being screened by the jungle. He orders the knee mortars commanded by Petri to advance from behind the oil tanks to support the IJA green squad.
Mikko pulls the trigger and orders Eero to advance with the pink raider squad with his own green squad to assault the IJA green squad ( all though not in the rules we see no reason not to allow multiple squad assaults).
Jarrko although has a CoC die and adroitly plays it bringing the IJA blue squad out of the house  making what seemed to be a sure marine win in doubt. 
If I have it right the raiders had 46d6 and the the IJA 43d6. In CoC though sometimes numbers  can win, the raiders had all their men killed in the first assault while their 2 Leaders were wounded. The IJA had 4 men survive with 2 Leaders wounded. As there was no clear victor, a second assault took place. In this assault the IJA drove back the raiders, killing one of the JL's and knocking down the SL and the pink squad JL. The Marine FM was 1 while the IJA was over 3. The IJA still had over 25% of their men alive after we applied the ATSE rules. The Victory in the game and campaign was given to the IJA.

I really enjoyed putting on this campaign, it is the first time I got a chance to get my jungle set up and troops on the table. My Finnish friends are all great CoC players and it was anyone's campaign to the very end. Also thanks to William Thorpe for putting this, a very well written campaign, together.


22 January 2022

Gung Ho-Taking King's Wharf (6)

The next game in our Gung-Ho campaign took place over 2 separate sessions, I suspect the playing time was over 5 hours! This time we had Jarkko for both sessions as the IJA SL with Petri as the 2nd SL. Mikko and Eero played for the Raiders as has been the case for all our games. Two of our initial players have been unable to join us be causing of scheduling problems.

THE FORCES

USMC (FM 11)
2nd Marine Raider Battalion

Platoon #2
2 SL's
3 Raider Squads with Superior JL's and 9 men

Supports (11)
Raider squad
extra BARs for 1 squad
Native Assistance
?

Lt Peatruss Strikes Again Wild Card (PreGB)

Japanese (FM 11)
62nd Garrison Force (missing 13 men)

1 SL
1 Inferior SL
3 LMG Buntai's with JL's
Knee Mortar Buntai with JL and 3x50mm Mortars

Supports (6)
Flame Thrower Team
MMG team

Snipers in the Trees Wild Card (2 Marksmen)


THE SET-UP

Patrol Phase

We started off using P-Y's patrol ap, smaller dots represent the JOP's. This was the "Attack on an Objective" scenario for the main rulebook. The Raiders have to blow the Fuel Tanks. I felt both sides did well with good options for deployment. 
Somehow or another an extra JOP snuck in on the image below, there was not one in front of the oil tanks.

How it looked on the table. Northern edge is in the near ground.
THE ACTION

This was really a back and forth game, the Raiders started their usual aggressive attack, they have a new platoon, while the Japanese are down a squad as well as part of another.

The marine blue and green squads advance
Yellow marine squad is brought on to support the green squad while the blue squad advance north towards the objective. Mikko brings on his pink support squad.
The pink squad cross the road and starts to advance along the northern edge, the marines have now brought all their supports and are quickly approaching the wharf. The yellow and green squads stay in the centre and the blue squad starts to cross open terrain directly towards the wharf and the oil tanks.....
.......and they are not meeting much resistance aside from a couple of hidden IJA marksmen.  Although well hidden they appear to be very inaccurate riflemen and cause only some shock. The first marksmen is overrun by the blue raider squad but the second marksmen is well hidden. They do a nice job though of giving LOS to the IJA knee mortars who have strategically placed themselves behind the oil tanks. Jarkko has also placed and LMG squad in the terminal building but they really only have LOS to the east.
As the blue squad approach the objective, Jarkko springs an ambush, and it is a IJA flamethrower team....the blue squad go up in smoke with just 2 men and the JL somehow surviving.
The IJA now place their LMG squad on the table in the banana plantation and advance to take out the the remnants of the blue raider squad.....
....they have to watch out though for the green and yellow raider squads who are at the edge of the jungle giving support fire...... 
....and the green squad has extra BAR's
The pink raider squad continues their advance, but are taking fire from the knee mortars, soon they will be in LOS of the IJA LMG squad in hard cover in the concrete terminal..
The IJA deploy their remaining green squad to support the advancing yellow squad and the knee mortars drop a smoke to block LOS to them.
The blue squad try to make it to the jungle to get out of LOS.
The IJA deploy a MMG team to cover the northern edge.
The raiders make a run towards the back of one of the wooden huts, but they miscalculate their  path and come within 4" of the IJA LMG squad. It looks like the raiders are done for but oddly enough with their BAR's and SMG's it is an equal fight (21d6vs21d6). And they prevail in the combat but their FM rolls go against them. A SL is lost. Their FM drops to 4 they have lost 15 men from their fresh platoon. Mikko uses his CoC dice to advance a JOP and the remaining men withdraw. The Japanese hold off the first assault on the wharf!


Butcher's Bill

This was a very tough game for both sides with the Raiders pushing hard against the depleted Japanese. There was a lot of casualties. 

USMC (platoon 2)


Final FM 4

Platoon #2: 7 dead and 4 missing for next game (they diced for a new SL)
Platoon #1: 9 dead

CO +4 (+1 support)
MO -3
Platoon Leaders Outlook Sociable (+1 FM)

IJA

Final FM 
 
IJA Buntai: 16 men dead and 3 missing for the next game

CO killed, no further tracking.
MO 0
Platoon Leaders Outlook Merry

06 January 2022

Gung Ho-Under the Breadfruit Trees (5)

Despite some of our players not being able to play, we had our next game in our Gung Ho campaign yesterday. We had Mikko and Eero for the USMC and Petri for the IJA, I am hoping that Jarkko a new IJA player will be able to play in our next game. As usual we played on Discord and it remains an excellent choice for online tabletop gaming.

THE FORCES

USMC (FM 9)
2nd Marine Raider Battalion

Platoon #2
2 SL's
3 Raider Squads with Superior JL's and 9 men

Supports (11)
Raider squad
extra BARs for 1 squad
Native Assistance

Leathernecks Wild Card (2 extra CoC dice)

Japanese (FM 9)
62nd Garrison Force (missing 15 men)

1 SL
1 Inferior SL
3 LMG Buntai's with JL's
Knee Mortar Buntai with JL and 3x50mm Mortars

Supports (5)
Barbed Wire (2)


THE SET-UP

Patrol Phase

We started off using P-Y's patrol ap, smaller dots represent the JOP's. This was the "Delaying Action" scenario for the main rulebook. The Raiders have to capture the IJA JOP in the shaded error. I felt both sides did well with good options for deployment.


THE ACTION
The table for Game 3 with JOP's

There was no surprise that Mikko went with a new platoon, unfortunately Petri only has one platoon for the campaign, so he dropped a full infantry squad and removed a man from each of his knee mortars teams. Having taken the wild card Leathernecks was going to be an enormous advantage in this game for the Raiders as their victory condition required them to capture the JOP in the shaded area and end the turn with one of their CoC die.

The Raiders started off quite aggressively placing 2 of their squads with one of their SL's down south of the road in the first couple of phases and advancing them towards the collection of huts. They quickly followed with with a third squad advancing tactically and once to the jungle edge went on overwatch or laid covering fire on some of the huts. The IJA refused to deploy which is usually a good idea when being the defender.
Eero with his 2 advancing squads
Green squad laying down covering fire as well as being on Overwatch
Blue squad ready to launch an assault on the objective.
Mikko used Native Assistance to force the IJA to deploy a squad, Petri deployed his knee mortars out of LOS on the edge of the table. Unfortunately when I based my pacific forces, I used a single base which makes it much more difficult to track casualties, thus the white crosses. Hopefully I will get a chance to rebase them some time in the future. 
The Raiders used one of their CoC dice to move 1 JOP forward as you can see in the first photo, they then deployed their yellow and pink squads to cover the blue squad advance to the objective. Multiple double phases allowed the blue raider squad to advance, enter it and then end the turn thus winning the game. I believed we played for about 90 minutes.

Mikko's dice throwing at the end of the game gave very little chance of Petri replying to the Raiders advance in any meaningful way. Three double phases in a row with 1 to 2 CoC dice in hand is a commanding position for any attacker. So on to table 4, hopefully next Wednesday.


Butcher's Bill

There was not a shot fired, so no men lost. The USMC will go into the next game with an intact squad while the IJA will be down 13 men.

USMC (platoon 2)


Final FM 9

CO +5 (+1 support)
MO 0
Platoon Leaders Outlook Sociable (+1 FM)

IJA

Final FM 9
13 dead

CO killed, no further tracking.
MO 0
Platoon Leaders Outlook Merry

 

27 November 2021

Gung Ho-Radio Station (4)

This Wednesday, we played our fourth game in our Gung Ho campaign on Table 2 again. We had 5 players for this game, 4 from Finland and one from Seattle. We did straddle quite a few time zones.

 

USMC (FM 8)
2nd Marine Raider Battalion (missing 12 men)

Platoon #1
2 SL's
3 Raider Squads with Superior JL's and 9 men

Supports (9)
Raider squad (4)
extra BAR's (2)
Native Assistance (2)
Satchel Charge (1)

Japanese (FM 9)
62nd Garrison Force (missing 8 men)

1 SL
1 Inferior SL
3 LMG Buntai's with JL's
Knee Mortar Buntai with JL and 3x50mm Mortars

Supports (4)
MMG Team (3)
Barbed Wire (1)



THE GAME

Patrol Phase

We started off using P-Y's patrol ap, smaller dots represent the JOP's. I felt this went better for both sides then the last game. The raiders got a JOP on the north side of the road in this game, but interestingly enough the IJA's JOP on the northern edge was on the east side of the barbed wire, it was positioned so the IJA could deploy on either side.


The Action

The IJA had the first roll, but did not deploy. The raiders aggressively placed all 3 squads on the table in their first couple of phases. Their green squad with the extra BAR's went on the southern edge with the blue squad just north of them. They then placed their reserve squad (pink) on the northern edge of the table. They were carrying the Satchel charge with Sgt Eero in charge, the blue and green squads were under control by Lt Mikko.

The IJA countered by placing their blue squad with Sgt Petri (SL) with the MMG team on the western side of the barbed wire. 
This is what happens when you deploy a little too close to a MMG team and a IJA infantry squad. 
Sgt Eero has to deploy himself to start removing shock but as you can see the reserve squad took a pretty severe beating but a turn end allowed them to move out of LOS but it was clear that the Radio Tower was not going to be blown by this unit.
The IJA blue squad with Sgt Petri now moves north to join the main action leaving the MMG team to protect the IJA left flank.
All the action was on the the IJA right flank with 2 squads of raiders  rapidly advancing to the entrenched IJA. Here we had Lt Mikko controlling both squads with Corporal Will (a new player who just joined our campaign), he was given the IJA green and yellow squads with Lt Kaapo keeping control of the knee mortar squad. 
Here come the raiders......
....and as you can see the dice gods favoured the attackers, the IJA green squad was soon suffering significant loses, while the raiders held on and despite the support of the knee mortar squad using their rifles and sharing hits, the IJA FM dropped to 5. They decided to withdraw. An marine victory!


Butcher's Bill

USMC (platoon 1)

8 figures killed (adjusted FM)

Final FM 8
13 dead and 2 missing for next game

CO +4 (+1 support)
MO -2
Platoon Leaders Outlook Sociable (+1 FM)

IJA

14 figures, as well as a JL killed

Final FM 5
13 dead and 4 missing for next game, with a 1CI JL

CO killed, no further tracking.
MO -1
Platoon Leaders Outlook Merry


18 November 2021

Gung Ho-The Radio Station (3)

We connected yesterday for our third game in our Gung Ho campaign, We have played 2 games so far with each side having a victory. This was a replay on table 2 where the Martine Raiders attempt again to advance. This is "Attack and Defend" scenario from the main rulebook. Unlike the first game on this table, the Raiders do not have the option of winning by destroying the Radio Tower. 



USMC (FM 9)
2nd Marine Raider Battalion (missing 11 men, 2x sJL w/2 CI, SL w/2 CI)

Platoon #1
2 SL's
3 Raider Squads with Superior JL's and 9 men

Supports (8)

1 Native Assistance (2)
1 extra BAR's (green squad) (2)
Support squad (4)

Wild Card-This is the Nautilis, Standing by (Off Table Mortar)

Japanese (FM 11/+1 on FM throw)
62nd Garrison Force (missing 3 men, JL w/1 CI)

1 SL
1 Inferior SL
3 LMG Buntai's with JL's
Knee Mortar Buntai with JL and 3x50mm Mortars

Supports (4)

Entrenchment (2)
Marksman (2)


THE GAME

Patrol Phase

We started off using P-Y's patrol ap, smaller dots represent the JOP's. As you can see the marines put all their JOP's south of the road planning an attack through the jungle. This may have been as the barbed wire placed in the last game was still blocking off the most northerly approach. The IJA placed their middle JOP near the pre-existing bunker.


The Action

Death of Kanemitsu, Lt Peatross operating behind Japanese lines has managed to take out the Japanese military commander on the island. Because of loss of leadership, the IJA come under a Pregame Barrage to reflect this.

So much for best laid plans! This was quite a good game. The IJA had the higher FM, they lead off by placing their green squad in the previously placed entrenchment. I should also note that we have a new SL for the IJA ( I believe he spent the first 2 turns in a Geisha House, but only drinking tea I have been told). Welcome to Jōtōheisō Kaapo. The Raiders deployed their green squad (extra BAR's) on their southerly JOP in an offensive posture (commanded by Plt Sgt Eero). Kaapo countered by placing his blue squad under command of Nitōheisō Petri in an entrenchment directly facing the Raider green squad. Lt Mikko counters with his blue squad. I should note that the PGB had little effect on the initial IJA deployment.
The IJA are on overwatch, they kill 3 raiders in the green squad, Lt Mikko retaliates by calling up the Nautilus, they aim perfectly without an aiming shot and land with a 10" circular mortar strike (we use the TT modifications) covering half of both the green and blue IJA squads. Lucky they are in entrenchments and there is little effect.
At this point, the game becomes very aggressive with Lt Mikko launching his pink reserve squad in combat with the IJA blue squad who now have significant shock. They look weak, but they are entrenched. Has he mis-calculated?

The Raiders take the bunker and break the blue IJA squad, FM is falling on both sides. The IJA are down to 6 while the the Raiders are still at 8. There have been very few double phases and I believe only a single pip on a CoC dice. 

Kaapo, the IJA commander has to make a big decision now. The IJA have only 1 platoon for this campaign while the raiders have 2. IJA blue squad is down to 4 men and breaking. Should he withdraw? The IJA SL's confer in a private chat channel, they are still under a PGB, should they attack or withdraw. A decision is made to counterattack. The attacking Raiders are in the entrenchment but on the wrong side, they are in the open and have suffered significant attrition. 

The IJA throws a 6, 5, 4, 3, 1. They have no SL's on the table and their yellow squad is in reserve, the Marksman has yet to be deployed. Will they get through the barrage. Kaapo rolls for the marksman, he fails to deploy. Should he go with the SL or the squad first. He rolls for the SL, he is successful. The SL orders green squad who are 5" away from the pink Raider squad to attack. They engage, again it is close but they break the Raiders who stop just short of the table edge.
Kaapo still has a 3 in his hand, will the 3rd IJA squad arrive, he rolls a success. The pink Raider Squad are wiped out, the Marine FM drops to 2. Game over.
Victorious yellow and green IJA squads

Withdrawing Raider blue and green squads

Breaking IJA blue squad



Butcher's Bill

USMC (platoon 1)

4 figures, as well as a SL killed

Final FM 2
9 dead and 3 missing for next game, with a new 2CI SL and one 2CI sJL

CO +3
MO -2
Platoon Leaders Outlook Secure

IJA

12 figures, as well as a JL killed

Final FM 6
6 dead and 2 missing for next game, with a two 1CI JL's

CO killed, no further tracking.
MO +2
Platoon Leaders Outlook Merry