SP128: "Rupee Reward" -- Japanese Setup
From ASLWiki
Enrico Setup Series: SP128 “Rupee Reward”
Author: Will Fleming (Previously played vs Jon Cole)
Rulebook: ASLRBv2 w/J7 errata.
Scenario Errata: None as of this writing
Games Reported as of 20 July 2007:
--ROAR Chinese 11, Japanese 10
--WeASL Chinese 2, Japanese 3 (I rated average scenario, but balanced)
--WARS Chinese 0, Japanese 1
Attraction:
Small “Tampa” style scenario well suited for a second or third jaunt into PTO. Also good when you don't have a lot of time (VASL/PBEM). This one features 14 Chinese squads trying to take essentially all the huts on the map in 5.5 turns. In order to help get the job done against 6 Japanese squads and a 70mm INF gun, a reward has been offered making all of the Chinese Fanatic. Certainly this one is worth a playing if you like PTO.
My initial take:
With just the card to look at, it looks rough on the Japanese primarily due to the fanaticism of the Chinese, but also due to the very small Japanese force that has to defend. Once you pull out the map and look at the terrain, things start to look a little better. The Chinese have to capture a lot of buildings and PTO terrain can be pretty restrictive—even PTO 'light' that we have here. Note: brush is brush in this one, it certainly helps out movement. Without that, the Chinese would have a much tougher task. I think a strong defense up front is the best way to go on this one with the Japanese trying to hit the Chinese early when they have to cross unfavorable ground. This advantage is somewhat countered by the setup restrictions placed upon the Japanese who lose their 10% HIP and must setup in buildings/huts [EXC: INF].
Flames can make this interesting with the dry conditions. EC don't affect buildings (huts), but with the number of PB, MG and HE shots in this one, a few huts are likely go up in flames. Those can really make trouble for the Chinese and also present an interesting opportunity for the Japanese. Should a broken Chinese get pinned by a collapsed blazing hut, they cannot route and would be eliminated. Perhaps hard to pull off, but that would be a nice way to deal with a few units. Of course, any blazing huts/brush will also channel the attack, effectively making the Japanese firepower more effective.
Japanese:
--Pros: Fairly good defensive ground. You will be in +1/2 TEM and the Chinese will generally be in 0/+1 and have to move. The INF gun is also a great weapon here with very good firepower and the ability to hit due to the terrain and ranges. The small target is a nice plus when you are taking rounds from the Chinese MTR. Of course, the Japanese are also very well suited to the type of defense I propose.
--Cons: Brittle. A good die roll or two could really ruin your day. The Chinese have a decent number of squads and won't cower, so you will get hit with a lot of shots yourself. A bad snakes by either player could bring disaster quickly and there isn't much hope of setting up a defense in depth. I was lucky and didn't see any of my units go berserk.
Chinese:
--Pros: Of course the fanaticism is the biggest thing the Chinese have going for them. Squads will take and give fire a lot better, plus quick rallies are usually key in small/short scenarios such as this. The leaders being fanatic as well means you have some pretty good ones to lead the troops and help get them through those last 2(-2) shots the Japanese might get during the mad rush for buildings on turn 5/6.
--Cons: While you have time, you will certainly need to press forward. Your 8 morale will be mitigated by your low ELR and even fanatic conscripts will have trouble rallying quickly. Generally lacking in SW, the ones they have are of course low quality and a bad DR could take out your key long-range firepower quickly.
After my first look through, I liked the Chinese slightly, but wasn't disappointed when I got the Japanese.
The setup:
The INF gun is probably the rock of your defense if you have one. I wanted to put him somewhere that he could get firing early and hopefully causing casualties. If there are still 12+ Chinese squads running around on turn 3, you are probably in trouble. Provided the shot was good, I figured to IF at nearly every opportunity. Losing the INF would be a huge blow, but I felt it would be worth the risk to get a few more shots in. From here or the brush, you can take a few shots to help out the right side and might avert a disaster there.
I like the jungle behind the two huts on the Japanese left flank as a good spot (C7). Typically I don't like guns in buildings/woods due to the extra penalties on changing CA, so I considered the brush right next to it as well (C6). In the end, I thought the PB shots into the huts would be better. Chinese were certainly going in that direction. This spot will probably get you a lot of up close shots, but you have a few good LOS's through the huts as well and might catch a stack moving.
After that, I was concerned about Chinese running around that flank early. With the limited setup options and some palm trees around, there were not many good fire lane opportunities. I didn't put the MMG there because I wanted it to be able to quickly drop back and/or cover the center and right flank. The wood building in F5 seemed like a nice option, but in the end, I put the MMG, 10-1 and a squad in B6. A squad/LMG and a HS went into the other hut there B7. With luck, they would conceal and be able to prevent an end around on that side. I like the extra HS there to get in the way on later turns. I figured E10 was a nice spot for him when he broke. The adjacent pond would give him a chance to get away, but he might help hold up any Chinese that slipped past.
The 10-1 provides critical covering fire for the INF gun and also has some decent shots that can help out the Japanese right flank (incl fire lanes). Both of these huts will probably fall back to the jungle/gun location, so the 10-1 could be critical in rallying guys and getting them back in the fight.
On the right flank, I put my 10-0 and 3 of my squads. I put the 10-0 with two squads to gain the commissar benefits on any shots, but also to ensure I got a fire lane down if needed. They go in B3 while the third squad sets up in B2 for supporting fire and to provide a little extra residual.
One bad thing could be the 10-0 stack routing to D5 instead of F3 where you are more likely to need him. You could low crawl, but with the commissar rallying, you want to keep your chances as high as possible, and that means going for the -1 DRM in woods/building. If you setup in B2, you have a little easier decision should you need to VB or just have to rout, but you face a potentially deadly shot from any Chinese in BB6.
One HS and the MTR goes in F3. Strange they cannot setup somewhere and actually shoot the MTR, but he can advance into E4 to help in the center or add a little punch to the one of my flanks. Note: the jungle masses just off the central road will also attract Chinese looking to avoid bad terrain, so you will probably get some nice shots with him, but enjoy +2 TEM against most shot back. Don't forget about SMOKE as a way to temporarily suppress some Chinese units or maybe even break a few. WP 5 on the INF provides a nice free roll and a shot into A7 that could mess up an attack there.
Implementation:
Basically, maximize firepower with fire lanes, residual and SFF. IF with the gun is also a possibility and you will get a little extra firepower from the MTR during turn 2 which is a great feeling. As mentioned before, don't forget about SMOKE. Hit the Chinese as hard as you can and try to keep them broken. This can be easier said than done and probably requires a bit of luck.
If things go horribly wrong, you are probably screwed, so be cautious with any CC opportunities. While you might have a 60% chance to win and gain a slight edge, that 20% change that CC goes terribly wrong can really mess everything up. I would look to avoid CC, but watch for opportunities and remember the Dare-Death guy is out there. Keep in mind the Japanese are the losers in any draws. Locking up a few Japanese units in melee could really open up opportunities for the Chinese.
While I usually try to be flexible and have a plan 'B', this probably isn't the best spot for it. I would try to hold off falling back until I really had to, but that would be plan 'B'. Note the Japanese are particularly good with this since they can shoot, VB and rally quickly with the leaders. Striped squads are not that good of a choice, but a broken HS is better than a dead striped squad. The problem with falling back is you just can't go far or you risk letting the Chinese get through to the buildings. You also open yourself up for some bad DR dooming the defense. Either rally rolls for you or DFF/DSF shots at your guys dropping back.
I think if you can hold relatively strong until turn 3, your chances really start to improve. If you can hold here until turn 4, the Chinese might not have enough time to nab the buildings, so who cares if everyone dies.
You might consider deploying one or both squads stacked with your leaders on turn 1B to help minimize step-reduction or to spread out a bit. This could lessen the effects of the Chinese firepower and you probably don't need the range. Those 447's standing until the bitter end is pretty hard to pass up, but you should consider it.
Watch for opportunities on leaders, but don't bet on getting many. The 4 (-1) on a squad is probably better than holding fire, waiting for the leader who never shows his head.

