Joe Oppenheimer - Jun 16, 2009 2:12 pm (#29203 Total: 29451) "Holding Ney between his thumb and forefinger, he made him advance three hexagons." - The Club Dumas On the table – In The Trenches: Opening Engagements, Rising Sun. This scenario depicts the night assault on Tsingtao of November 6, 1914. It’s a pretty unusual situation since you have German troops dug in around a Chinese city being assaulted by Japanese and British troops. I thought this scenario did a great job of showing of the system and hinting at what’s to come in the next edition that will feature the kind of trench warfare we usually associate with World War One. The scenario begins with the Allies conducting a preliminary bombardment against every German occupied hex. This is a special type of bombardment that involves rolling against the fortification value of the hex. A high roll eliminates any defending unit and potentially craters the fortification reducing its defensive value. The preliminary bombardment also removes some wire markers which will help the attackers in their initial advance. The Germans begin with only seven units on the map and this bombardment killed off two of them – one of the two very valuable artillery units and an infantry unit defending a strongpoint near the front. It’s clear from the rules section on preliminary and saturation bombardment that we’ll be seeing more of this sort of thing in future volumes of the series. The Japanese sappers pressed through seizing the blockhouse hex that had been reduced to rubble and beginning the process of cutting holes in the wire for the follow on troops. Because this is a night scenario spotting range is limited, but the Germans in an adjacent strongpoint were able to spot for the remaining artillery unit. They called down fire on the first wave of Japanese attackers and were able to slow and disperse them. The three German infantry reinforcement arrived and along with the two infantry units that had survived the bombardment they left the heavily fortified Iltis Hill and maneuvered into position to delay the Allies. The Japanese follow on troops also arrived (triggered by the sappers seizing a strongpoint) as did three very strong companies of British infantry. The Japanese took several turns to concentrate their forces around the lone German infantry defending the last frontline strongpoint. Because of the heavy defensive modifiers this terrain provided it took multiple Japanese units approaching and taking casualties before enough fire was applied to reduce the defenders. The Japanese then sent in fresh units to finish off the German defender in Close Combat. While the German infantry scrambled to contain a breakthrough in the center, heavy artillery fire continued to rain down on the Allied left. This reduced a number of Japanese units approaching the aforementioned strongpoint, and badly damaged one of the three British companies which was still advancing in a single stack (big mistake). Eventually the remaining German units pulled back to the trenches and strongpoint on Iltis Hill. The two full strength British companies brought up the left flank and poured heavy fire onto the entrenched troops. Because of the night rules they generally had to be adjacent to be effective against the trenches and that allowed German machine guns and the remaining German artillery unit to maul the attackers. Several times the British had to pull back out of effective range to recombine their reduced platoons, but they were able to remain an effective force. Meanwhile the Japanese gathered their remaining full strength units and surrounded the hill. It took several round of attacks with the Japanese taking bloody losses but they were eventually able to take all but two hexes of the hill and claim victory. If the Germans could have held out for two more turns or eliminated the Allied units and retaken their trench hexes in the final turn they would have been able to claim victory. This is a really cool scenario that brings together a lot of the more interesting aspects of the game – night actions, preliminary bombardment, sappers, fortifications, opportunity fire by machine guns, formation fire, and the deadliness of well placed defensive artillery. The Germans will be on the defensive and will have to struggle to use the few assets they have to buy time. The Allies have strong forces and can take a lot of losses but they’ll need to break through and advance to the primary objective while husbanding enough force to battle their way through the trenches. I’ve really enjoyed the three scenarios in the game. I’m sure I’ll solitaire them again and I look forward to bringing them to my weekly game night for some face to face play. While I was initially uncertain about this series, I’m now really excited to buy the upcoming releases that will cover mid and late war battles.