Over the the last few days I've gradually played through my solo version of Bob Mackenzie's Mutanchiang scenario adapted for TacWWII.
The scenario has a Soviet combined-arms force attacking along a valley with the aim of capturing the village of Ssutaoling and clearing Japanese forces from the valley.
We begin with most of the attacking Soviet rifle regiment deployed in the woods with a tank brigade arriving on their right flank. A somewhat reinforced Japanese infantry battalion opposes them.
A fierce firefight erupted in the woods as the Soviet infantry (green ovals) needed only to make a single move for their lead companies to close with their Japanese opposite numbers (red ovals) in the woods. These particular Japanese were dug in but had failed the Tac roll to start the game in Prepared Defence Mode. The result was both sides losing one platoon and the Japanese company and one of the two Soviet companies getting Halt morale results. Because the other Soviet company remained in Bold Attack, a Neutralised Japanese platoon surrendered.
On their extreme left flank, the Japanese regimental HQ's 75mm gun engaged the ongoing Soviet armour (green arrow) but to no effect. Return fire from an ISU-122 platoon destroyed the gun and the resulting morale check saw the Japanese RHQ forced to retire.
The second game turn began with the arrival of air support for both sides. First a flight of Soviet Il-2s attempted to bomb the Japanese company on the extreme right flank. The bombs missed but by chance they hit and neutralised the rightmost platoon of the neighbouring company in the woods.
Meanwhile a kamikaze attack by a Mitsubishi Zero occurred on the opposite flank. Tasked with taking out an ISU-122 platoon, the Japanese pilot failed badly! The Japanese regimental HQ was retreating down the road in the face of the Soviet armour and our pilot, though imbued with the spirit of Bushido, mistook the limbered gun platoon for tanks.
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I don't have a Japanese horse team so a generic wagon model had to stand in. |
Game turn 5 saw the Soviet armour swing round to fire upon Ssutaoling while the infantry continued slogging through the woods.
With two companies now lost (one to the tanks and the other in the woods) the Japanese battalion now received a "Retire" morale test result. At this point I thought the game was over but it was not to be.
Two game turns later (the soonest it could possibly have occurred) the Japanese regimental commander managed to transmit new orders to his remaining companies. "Retake Ssutaoling or die trying!" was the instruction.
On game turn 8 the 479th Guards SU Regiment (two ISU-122 platoons; Soviet self-propelled gun regiments were company-sized units at this point in the war) entered Ssutaoling at the same time as elements of both of the two remaining Japanese companies.
The resulting exchange of grenades and HE shells saw one SU platoon destroyed and the other Neutralised and both Japanese units pinned down ("Halt" morale results). I'd have expected the remaining SU crews to surrender but because Halted companies go into Confused Mode, there were no suitable infantry to capture them and they remained somewhat incongruously parked in the built-up area.
On game turn 9 the Japanese 126th Raiding battalion arrived on the road alongside the railway line.
The situation in Ssutaoling remained unchanged with neither side's morale status allowing for the moves that might resolve matters.
Two Soviet tank companies were in a position to fire on the village but boggy ground to their front prevented them advancing while lack of space and Japanese fire made it difficult for the accompanying SMG troops to assault the position.
By game turn 12 the newly arrived raiding battalion (accompanied by a mixed tank company - one platoon each of Chi-Ha and Ha-Go) had fanned out to attack the right flank of the Soviets. The tanks were no match for T-34/85sthough and both platoons were quickly lost. Japanese morale held on this occasion.
With a whole Japanese battalion converging on them, the Soviet SMG companies were looking exposed. Sure enough they took sufficient casualties to trigger a cascade of morale tests that saw the whole tank battalion forced to retire.
With the tanks in retreat and Japanese heavy artillery interdicting the only route into the village that didn't require wading though flooded fields, I decided there was no chance of the Soviets achieving their objectives in the remaining five turns. The Battle of Ssutaoling was a Japanese victory on this occasion!
Rules wise, I came away with a couple of additions:
I was happy with my draft Kamikaze Tank Killer rules (I'll post them here later).
I'm going to make it a house rule that companies with mixed-speed platoons (e.g. fast and medium tanks, or rifle- and MMG platoons) can comply with the Modes' minimum move distances by electing to move at the speed of the slower elements. This will avoid having companies increasingly spread out as they advance.