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JUNGLE FIGHTERS (MMP1) by Sam Belcher (12/12/98)

I got to play "Jungle Fighters" Saturday against Dennis Hess. We were
both at the meeting of the Puget Sound ASL group, looking for a game.
This is one that's been on my "short list" to play since I first saw it.
I happen to like scenarios with dual exit VC - they present some
"interesting" choices for the defender. (Gavin Take, Fighting
Withdrawal, etc). We diced for sides, and I got the Brit.

For those without the scenario,
14 British Squads (Elite and 1st line)
20 Japanese Squads (2ond line)
Map 45, Row M-GG in play
BOTH sides enter on row M and exit from row GG. British moves first.

VC: The Japanese have to exit 12 CVP more than the Brits exit to win.

You know, of course, what this should have been named, don't you?
"Japanese Fighting Withdrawal"!

Turn 1a - I enter and place strong forces in building O4 and S6. I also
put some squads behind the wall at Q2. And, I use a leader to hussle
troops down the road and into U9. This last group has 2 of my three MGs
(one MMG, one LMG) my best leader (9-1 with an ATR) and two squads.
REMEMBER: They are the only thing I have on my group's flank. They are
important later!!!
I leave one squad in Q9 as a "speed
bump" to discourage the Japanese running too fast on the first turn.

BTW, I don't think it wise to put much in the buildings at M7-Q9. If you
did (and I were the Japanese) I'd tie them all up with CC the first turn.
Also, upper level locations are of limited value because of all the Palm
Trees.

Turn 1b - The Japanese enter. I lay residual fire all over the place. I CR
several Japanese squads to reduced strength, and I pin two or three squads.
However, when the dust clears (end of DFPh) there are two Japanese
reduced strength squads that can advance into CC with my "speed bump" in
O9. Sooooo, I decide to voluntarily break the guy, and thanks to the
orchard hinderances, he manages to cross three hexes to S6, where a
leader can rally him.

Turn 2a
My squad that voluntarily broke a minute ago? He promptly rolls "2" on
a rally and goes berserk. He ends up charging right back across to the
same building he just left. (I tried to save him, but he would't
listen...) He dies in CC - but also manages to take a Japanese squad with him.
(the CC actually lasted two player turns)



Turn 3b
Dennis has his Japanese up on line and ready to tango. He has setup his 50mm
Mtrs in P9 / D10. This allows him to fire at my "key" left flank
position (U9) without being fired on by the bulk of my forces in the O4
/ S6 buildings.

IT'S too hard for me to continue. Please.... Give me a minute.

DEEP Breath.

Dennis fires his first 50mm Mtr at U9 and rolls SNAKES!
Critical Hit! Nuts!!!! While I moan softly, Dennis rolls the effects
DR. He gets a K1 or K2 result. I roll for random selection (no, I am
_NOT_ trying to start that thread again) and both squads tie with the
high dr. Both squads become HS, but then EVERYONE passes the MC. I have
been lucky. The position is still capable of laying down a respectable
amount of IFE.

Of course, when he rolled snakes, he kept Rate. He fires again...
And... He... He... That is to say, the Japanese.... (I'm sorry,
this is bringing back memories I thought I had dealt with. Please give
me a moment.)

He fires again, and rolls .... SNAKE EYES!!!!! Again!!!!! Now the
whine meter hits the peg for a full 5 minutes. It doesn't matter, this
time he rolls 3KIA for the effects. (As an aside, I'm not sure we
played the CH correctly. I don't think I rolled for Random Selection for
this hit. We just killed everyone.) BTW, all the SW in the hex were
eliminated as well. I know have (only) one LMG.

Now, my left flank is _gone_ and Dennis uses the MPh to CX some of his
guys up to x10 - with most of them in the area of U10.

Turn 4 and later:
Now the game becomes a parallel race. The Japanese are running down the
board edge. (along the hex rows numbered 8/9/10) The Brits are moving
down the middle of the board. I try to setup firing positions in places
to interdict the road the Japanese are using (e.g. T6, Y6, BB5) and we
leapfrog each other. His front squads cross the road (taking all the
defensive fire I can muster) and then I shift my forces to cover the
next lateral road.

On turn 5b, I get lots of pins vs Japanese (Pin 4 squads, if I recall). This
is actually a better result for me than a step reduction, because the
squads now cannot exit next turn. (too far way - any unit not up to row
Y can't possibly reach the edge... Many of them closer than Y can't make
it because they have no leader, are already CX, etc.)

Turn 6a - I have 4 squads and a 7-0 in easy reach of the board edge and
I exit them. Then we add up all his units that _might_ be able to exit
and find he can exit 16 CVP. He needs 21 CVP to win (9+12) so we end the
slaughter.

A good game. I enjoyed the scenario and would play it again.

I should point out that neither Dennis nor I had played this one before.
In the "lessons learned" section, Dennis and I agree that the Japanese
player must move forward every turn. If there are Brits in your path,
move squads into CC with them and bypass them with your main force. Some
of your squads need to be moving forward all the time. Another thing
that would help, would be for the Japanese to use Banzai's to close with the
British and tie them up in CC. (By SSR, no British are stealthy)