I decided to post my Gilbert Island scenario played out in solitaire mode with some urging form curtm1911. I have used his builds posted in that thread with a few additions for the Japs. In the last two attempts using those builds it didn't fare well for the Japs. So I figured I should add a few units to bring the point totals a little closer. The point totals for this game are US-133, Jap-121. I have been messing around with weather, but have decided to omit it in this game. I have deployed the Japs per the scenario and already rolled for the landing beach for the US, beach 2. I have labeled the beaches with tags, if they are located incorrectly, please let me know before I randomly place the US forces on the beach. Here we go.
The map number should be in the lower left corner, F1 on the left/west side. What terrain type are the hexes next to the water on F2? They look like marsh on my map or are they hills? The 3 hex cluster on F1, same question.
....what were we talking about.....if you are in the kitchen, it is either food or beverage related....probably something important.....lol.... I took out my magnifying glass & I think....I know, risky business there.....that it is Marsh. The green solid growth looking hexes,are the Jungle. Using the Terrain Chart, I count 2 Jungle hexes on F1 & 9 on F2. Those other hexes still look like Marsh. For the theater of action & what we have always seen & heard about it, Marsh seems the most logical terrain. Just my nickels worth, adjusted for inflation.....
OK, with terrain clarified and marsh hexes identified. the US has made turn one movement. A small force has broke off to attempt to pin down the Japs on beach one to prevent them from retreating to HQ. The main force has pushed past the 2 defenders and basically surrounded them, and we know what happens after that.
End of turn 1. Beach 2 defenders dealt with quickly, one poor soul was burnt to a crisp before he could pull the trigger, the other, danced around a bit before being cut down. Beach 1 defenders decided (by die roll) not to hang around in bunker and have mortar shells dropped on their head and moved out towards to HQ. Chi-nu driver was unable to get in forest hex for cover, twice, so there he sits being absolutely no threat to the Sherman.
Turn 2 assault is next. Japs moved 1st in turn 2 and getting aggressive. US is responding by bringing as much forward as possible to get maximum lead and steel down range. A couple questions first before I throw dice.
1. Can Ranger spot for 2 different mortars for two different targets? (note black dice)
2. Can RDC use PINPOINTER SA against targets that are not in line of sight? (note red die.) example 1919 MG against TYPE 99 LMG
3. Does IMPERIAL SERGENT have line of sight to BAZOOKA (red die and string)
2. Q: Does the Pinpointer special ability have any range restrictions? Suppose I have a Red Devil Captain next to an 81mm Mortar. The Mortar attacks an enemy unit 16 hexes away. Does the Red Devil Captain need to see the target? A: The only range limit on the Pinpointer SA is that he must be adjacent to the attacker. The target can be anywhere. The Red Devil Captain doesn't need to see the target, but the attacker does either by LOS or another unit spotting for it (in the case of indirect fire).
3. Yes
EDIT - Don't forget if you scroll down after selection of a card on the database Sgt Fury's clarifications are listed.
TURN 3 ASSAULT. Jap sniper missed his chance at taking out RDC. Armor traded shots and Sherman came took damage. US lost BAR, and BAZOOKA, JAP lost LMG and (2) ARISAKA