Virtual Wargamer Discussion Board / Magazine Publishers Forum / Command (magazine w/game) Benoit Larose - 10:41pm Oct 23, 1996 EST (#79 of 80) All, *** Long post*** Mukden (Command #37) Game Report Richard Fluck and I started this pbem at the start of July 96 using ADC. I took the Japanese, so he had the Russians. We concluded the game on October 18th 96, having completed 7 turns out of 8 with the Japanese conceeding a Russian victory. Game description: Turns 1-2: The Russians opened their offensive with a broad front effort, as if trying to locate holes and weaknesses in the Russian line. Some cavalry tried to outflank the Russians by the Northwest toward Itan and a similar effort was made on the East with infantry in the area of Wen Dau Ho Tse. Heavy fighting occurred in the center with the trenchline south of Mukden and the town of Lin Tay area being the targets of Japanese attacks. All these early efforts failed with 15 casualty points inflicted on the assailants. The Russian were conducting a textbook-like delaying action on the wings which proved to be more difficult to outflank than expected. Turns 3-4: The Japanese started to concentrate on the Russian 2nd Army (Yellows) while trying harder to outflank it from the Northwest. Heavy losses were taken by the Japanese on both sides of the Hun River there but the Russians also started to feel the mounting losses. General Reserve units were committed in the area. A bridge was laid by the Japanese near Tehan Tan to ease troop movement between the river banks. In the East, the Japanese started to shift back to the center. In the Northwest, however, the Russians managed to counterattack small Japanese units which became seperated from the main body of troops. More casualties for the Japanese. 33 casualty points were taken out from the Japanese during that period. This made them quite nervous about their ability to conduct an offensive on a too much broad front and a decision to concentrate even more on the 2nd Army was made. Turns 5-7: The Japanese shifted ALL the troops they could in a sector delimited by the town of Sha Ha Tai in the Northwest to Fun Kai Pu in the center. The objective was now to win by casualty points. Several attacks were mounted but were called off because the Russians were able to pull back in time. The actions in the Northwest were over already and in the East, a couple of units managed to keep the pressure up but were being kept far enough from the Withdrawal line to pose a serious threat for the Russians. 32 more casualty point were inflicted on the Japanese over this period, for a cumulative total of 80 on 115 max. allowed. With the Turn 7 attacks again either called off or becoming low-odds attacks with 4/0 automatic results, the Japanese lost heart and decided to cancel the offensive with a bloody nose. Analysis: I realized too late that there is not much to do elsewhere than in the "2nd Army Gap" area. I probably wasted 2 turns trying to outflank the whole Russian Army instead of mounting a coordinated assault on 2nd Army. I should have read and followed the Player's notes which says "don't attack through the trenches"! We found that the Russian sequential movement was not only a problem for them but for the Japanese as well. That's because it means that the Russian always has a 1/3rd chance of moving the Army under attack last, thus escaping the upcoming Combat phase. A really lucky Russian could even get to move this Army last and then first on the following turn to retake the positions he abandoned in the first place! Richard was able to move his 2nd Army last in 3 turns out of 7, which basically kept it out of harm's way. Richard played an excellent game of delaying action, trading ground for time in a very efficient way. I feel I have played a decent game overall although my early game hesitations have most likely cost me victory. In my opinion, the Japanese objectives should be prioritized the following way: enemy losses, withdrawal line, Mukden. A serious attempt at outflanking the Russian from the North could work. All things considered, I think the Japanese are favored slightly for a win. I'll do better next time! In terms of playability, this played relatively smoothly with 10-20 minutes moves. The number of emailings needed to complete a single turn was perhaps a little too much, though, given the modest scope of that game. Benoit Larose blarose@total.net