Truck drops 1T to 1-33 and went to get more.
J player decides to try and block road, and move HQ and arty to good blocking position. Unsure what to do with units on other side of the river!
Supply rolls for units out of trace range. Roll on Attrition table, then apply result to Forage Table.
Rolls for Attrition on 2.215 -4 =ok, 2.215 & 33Arty 6 =ok but 33Enginerring group rolls a 9. -1step =OOf on Forage table.
Arty 2.18H in 9.28 are in supply to HQ who can throw from 6.29.
Reaction Phase. none as its first turn and no Allie sin Reserve. Allies could have used Hipshoots here!
J has limited options a 3 factor barrage would cost 3t.
End J Player Turn.
Reinforcements and Supply. Units arrive North of board as does Supply. There is not HQ unit for Allies…. therefore no throw forward. We got a donkey…. thats it.
Allies issue Airstrikes. max 4 units per hex. 2 attacks.
26Factors -3 col for non adjacent spotter. -1 for Very Close range. Pops us down and we roll a 6 – No Effect. The attack on the Japanese HQ and Battlion are ineffectual.
The Hurricanes and B-25 pound on the battalions at the road junction. This time there is no -3 column shift just the one for very close terrain. Allied player earns a 1/2 result. Japs roll a 4 and take a step loss and DG. The Adjacent Division looks on eagerly.
Allied Move. Cannot overrun the DG’d Battalion, but we at least remembered to look at doing it! Overrun with non armour units a foreign (but good) concept for me.
Units move, Reserve units move 25% of movement or 1 hex. We forget to move our Arty. Which we correct later.
Allies shuffle up Ammo for the Divisions to fight with on the Donkeys . 2xSP to 2-63rd 17 Indian at Tonzang village.
The Allies running along the West side of the River from 3.25 thru 3.23 (Saizang) are out of Trace Supply range (5 truck MPs) all are potentially OOS. So they elect to eat from the map and the 12 RE of unit consume 6T of supply (1.5SP).
[EDIT] hang on, we are looking at efficiency ratings not RE numbers. None of these units in brown have an RE. Does this mean they are all 1 RE? That will alleviate the supply pressure! that’s 2 RE = 2T of supply required. We need to reimburse the Allies 4T of supply.
Barrage 24 factors -1 shift. [1/2/] roll:(4). Japs lose the Battalion! Pay 3t
No attack for the Allies, no advance after combat. etc.
Exp Phase and Clean Up.
I find the insertion of the Supply phase into the middle of the turn a real brain burner. It makes perfect sense, but really means that you must carefully consider where your units will be at movement end, ideally at least a turn ahead. Or you are going to be scrambling to get restrict movement transports to have supply in range. I can’t imagine this issue on the Steppes of Russia! Stockpile placement, HQ location and transport networks are key.
Shuffling SP’s by donkey or truck is a pain in the arse already! Imagine 2000 counters and SP’s for all. OMG. What am I thinking.
I moved units several times then reset, as I thought through consequences. The units moving with the J Player HQ are an experiment that I fear is going to go very wrong. I’m wanting to see what can be achieved in mountain terrain. Not bloody much is the answer I fear. So these Brigades are strong units for the Allies, but not as efficient as the smaller battalions of Japanese!
We have not paid for AIr Refit yet, but the effectiveness of air here and the superiority is a major benefit for the allies. The Japanese efficiency ratings are really high, hopefully they won’t all die for I get to use them in a combat.
Reserve mode show real promise here and I see why its inclusion in some SCS titles has happened. Makes for interesting play and choices.