This play thru also presented lots of choices to the players even with limited units.
FushigiTerebi plays well thru the four turns. using hte new advanced rules to her advantage. Lets look briefly at some other choices that were available tho.
In US Turn 2 the US could have gone up to the abandoned town, as the Soviets had not yet captured it and then forces the Soviets to split their forces between both ends of the map. I don’t recall there being a defensive benefit for Woods, but by spreading the US across the two towns in front of the last town (cant read the names in my grainy images) we prevent an end around.
Later in the game, the Soviets have lots of choices. The US has left the towns open, kind of smart actually given the attack friendly CRT. The Soviets need to capture and hold the towns so quickly spreading out and engaging the now isolated Southern fighters and town is a guaranteed to kill one unit with a DR result or better.
In Turn 4 I guess the Soviet has to really ‘shield’ the city hexes form attack. Perhaps this might work? Or even sitting in the woods in the North, forcing the US to use up MP’s to get into position. Then use the last 2 units to guard the city. I think once you own it is yours so come forward and allow the US to make you retreat, versus knocking you out of the town?
Lots of choices in a simple but thought provoking game.
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