Randy and I played Scenario D: Operation Cherry Blossom for the first time last night. Randy was the Japanese; I was the US Marines. The set-up saw Randy place a line of five hexes of nasty HMG-wielding troops linked by a "2" leader in the centre of the battlefield overlooking the beach.
Urgh.
The open objective made all objectives worth 3 VPs; my hidden objective meant each one was worth an additional VP. So, it was my goal to capture as many of the objectives as I could. Unfortunately, that meant I needed to actually
capture the objectives.
Randy's initial attack on my poor marines saw my three leaders all die horribly. What didn't help was that my hand was a wasteland of fire actions with only one Move order. With no leaders, movement was even harder than normal. I moved one of my units up onto the beach, only to have it perish in a rain of fire. I managed to cycle through a few fire actions, only to draw only one more Movement order. The next round, no Movement orders, but plenty of Asset Requests, Reconnoiter and Command Confusion cards.
The first time trigger eventually came, and with it my much-needed reinforcements, but it was triggered in the middle of a huge attack by Randy's big firegroup after he'd only made the second (of about eight) attacks. There was no way I was placing all my troops on the board in the middle of such an attack, but I placed a couple of squads just so I'd have something on the board. This time I was able to get them a little way up the beach, although it was a very slow and painful process.
Finally, a time trigger came that allowed me to put most of my forces on the battlefield. They drowned. No, not actually - I finally began to move forces up the left-hand side of the battlefield (from my perspective), where they discovered the joy of firing at Japanese troops in bunkers. It doesn't work well, not when you don't have any cover to bring your fire-groups together.
Unfortunately, the majority of the foxholes were on the far side of the board on the right, and were being gleefully used - or successfully defended - by the Japs. The first and, as it turned out, only objective I was able to take was pretty lightly defended by Randy's forces, and I was able to take it easily - the "infiltration" squad he used to defend it caused mutual destruction in melee.
I tried getting troops close to some of the bunkers and trying to destroy them with the demolitions special rule (roll doubles on an attack to destroy the fortification) ... no luck. All it proved was that my units could die really well with Randy attacking them back.
I brought up a lone unit on the right side (his leader had died on the beach, along with most of my other leaders) and moved him into melee in a space with the second objective in it. Randy gleefully discarded three cards, then played two ambushes to my one, and that was the end of that.
My surviving 2-leader and the depleted elite team accompanying him - I'd played Light Wounds to prevent him from being on his own! - finally made their way adjacent to another bunker through the swamp, but in the few attacks they made, they had no luck in destroying the bunker.
Honestly, it was a relief when the game ended... with Randy 46 points in front! I had managed to capture one objective, but things were horrible for most of the game. Randy's initial set-up of five linked trenches and bunkers on the beach was horrific. In fact, a fox-hole from the pre-setup naval bombardment kept it from being as bad as it could have been, but the initial attack by the Japanese had killed three of my leaders, two squads and two weapons (including the flamethrower).
Is there a way for the US to win this scenario? Well, kinder objectives would be good. Then too, the US need more troops to survive the landings and Randy wasn't allowing that to happen.
Oh, and I lost 15 casualties in the battle - one away from immediate surrender!