Post by armchair general on Mar 21, 2020 21:18:29 GMT
This is Sgt. Fury's advice when he posted the new Betio Island map (resized for 3 inch hexes):
This is a complete revamping of the original scenario made back in 2006. The map sheets have been resized to three inch hexes and all of the beach hexes have been labeled for ease of play. The scenario uses 600 points for the US side and 450 points for the Japanese side. This is the same game you see featured in my WotC/AH profile's photo gallery. If you do decide to download and play this scenario here are a few points to consider.
Because the Historicon running of this game was limited to six hours, I set the victory conditions for 7 turns. Realisticly, the allied player should be given eight to 10 turns before victory conditions are checked. You can adjust this as you please. This will really depend on your style of play.
The amount of units you can use is obviously limited to what you have in your collection. I used every obstacle I had in my collection to play out this game at Historicon. The 600 US verses 450 Japanese reflexes the numbers for an assault scenario. (4 attackers verses every 3 defenders) If you reduce the number of points you use, try to keep that ratio of forces. If you use 200-300 points for the the US side, I suggest using only maps 1 to 6. A smaller force count will make it much harder for the Japanese player to properly defend the island.
I created a tactical tips document to help out both sides with strategy and planning. If you have any questions concerning this scenario, you can post them here and I will answer them as soon as I can.
Enjoy!
Sgt Fury
This is a complete revamping of the original scenario made back in 2006. The map sheets have been resized to three inch hexes and all of the beach hexes have been labeled for ease of play. The scenario uses 600 points for the US side and 450 points for the Japanese side. This is the same game you see featured in my WotC/AH profile's photo gallery. If you do decide to download and play this scenario here are a few points to consider.
Because the Historicon running of this game was limited to six hours, I set the victory conditions for 7 turns. Realisticly, the allied player should be given eight to 10 turns before victory conditions are checked. You can adjust this as you please. This will really depend on your style of play.
The amount of units you can use is obviously limited to what you have in your collection. I used every obstacle I had in my collection to play out this game at Historicon. The 600 US verses 450 Japanese reflexes the numbers for an assault scenario. (4 attackers verses every 3 defenders) If you reduce the number of points you use, try to keep that ratio of forces. If you use 200-300 points for the the US side, I suggest using only maps 1 to 6. A smaller force count will make it much harder for the Japanese player to properly defend the island.
I created a tactical tips document to help out both sides with strategy and planning. If you have any questions concerning this scenario, you can post them here and I will answer them as soon as I can.
Enjoy!
Sgt Fury