Played Invisible Foes this weekend. For those without the scenario it is a PTO 1945 scenario involving an attacking american/Philippine force against a well entrenched Japanese force of 16 squads on boards 38 and 43. The ami's have a 105 sherman and a stuart, and the lovely 9-2. My opponent, Rob Schonen(sp?), took the Japanese. It was his first introduction to PTO.
Setup:
The Japanese setup strong in the center of the map. His pillboxes went into 43K7, I10, 38M1, and I2. Rob placed a AT-Set DC in R3 and retained a DC for his units. He covered the Northern edge with two squads and an HIP squad with an 8+1. His 70* INF went in the I10 pillbox with the 20L AA in 38U4 and the 47L in 38R8.
Play:
As the American I didn't know what to do about the VC, either take all non-hut buildings or exit 50 vp off the Northwestern corner. I started the game with the intention of taking all the buildings, but figured I should stay flexible. I started with most of my forces entering between 43Q1 and V1. I also sent 4 squads to the entrance location of my truck convoy so as to have enough firepower to prevent a Japanese rush at the trucks as they waited to try an exit run. My forces entered intact. I quickly realized that going for the building VC would be very difficult, since the Japanese can conceivably HIP 9 MMC in dense jungle/bamboo/hemp locations. Since I felt that the Japanese would setup strong in the middle, I decided to go on a search and destroy mission. On the first two turns I converged on the building cluster and discovered the K7 pillbox. With my partisan reinforcements I planned to isolate the Japanese units on the northeastern and northwestern corners, blast the Japanese out of the center and then dash my trucks across the board for victory. However, I did not count on the pillboxes all being in the middle of the board.
By turn three I had seriously hurt the Japanese while only losing a partisan squad and breaking my 37LL of the stuart. The firepower of the americans was awesome. I was also rolling well, while rob could not buy a MC. The Japanese melted across the board. On the southern end of the map, my 4 squads of americans did not make much headway against a lone Japanese squad and some dummies. I probably should have put more troops at that end of the assault.
In any case, the next two turns found me pushing rob out of all the pillboxes; the only one to do any damage was the 70*, which killed an 8-1, CR'ed a squad and broke another. By the end of turn 5 I had the Japanese bottled up in the middle of the clump of trees around 38J4. However, I still hadn't found his 20L and 47L, as well as all of his HIP squads. With three turns left I tried to spread out and start searching. Probably a mistake as it allowed the remaining Japanese in the middle to hunker down for the end game, especially considering that I didn't find anything! The remaining squads in the middle died on turn 7 in CC with brave partisans.
I started my truck run without being able to locate the 47L (the 20L died in CC with my 9-2 after taking out a halftrack). I loaded up the remaining ht with the 9-2 and a squad and used BFF to take out the last remaining unit on the northern half of board 38. The trucks found the AT gun. Luckily, it missed with it's first shot and then again with the intensive fire shot. I was next door, so advanced into CC; I got ambushed and the crew withdrew adjacent to my in motion trucks. The Japanese turn 7 cost me a truck as a squad emerged from the hemp and killed a truck with TPBF. The last turn found the Japanese with the need to prevent from exiting two trucks for the win. His squad that previously killed a truck was reduced by fire, and then failed to do any damage. A lone 7+2 in the road failed to kill a truck on 5 consecutive CC-reaction fire attempts. With that I exited the board with everything I could and got 57 cvp off for the win.
Aftermath:
I wasn't too fond of this scenario. I won, but I don't think I'd take the americans again, even with balance. Rob rolled terribly while I rolled great (5 HOB and an 8-0 leader creation). I know PTO fairly well, while Rob is a neophyte with the Japanese. Still, I almost lost. I would have lost if the 47L had killed two trucks. It failed to do anything and it cost Rob the game. The Japanese have too much HIP stuff and the ami has too much ground to cover to expect to take and hold all the buildings (the Japanese get 4 tunnels!), while exiting 50 VP's means getting alot of troops off as well as most of the loaded trucks off. It comes down to a bug-hunt with little time and lots of area. Of course, the record shows it as about even, so I may be very wrong (and I don't doubt that many people out there could kick my butt with the americans). However, I still think a wily Japanese player has a definite edge. Rob forgot to do a bunch of things, such as: his AT Set DC was useless where he put it, since the tanks _don't_ use the road (1mp either way). He should have put both DC's on the board 38 road, especially if he was going to cover the other road with 4 pillboxes! Also, his six foxholes should have gone into the same road; against trucks they act as speed bumps, increasing the MP requirement from 1 to 5. Finally, his defense should have been more spread out. He concentrated about half of his force in the middle of the board. This allowed me to concentrate my force (thus protecting the tanks) and KILL Japanese that could have been running for last game turn survival.
BTW, we used the IIFT :)
Brian Williams
This is a very spectacular scenario. It takes forever to play, but it is another masterpiece of thrill.
Attractions:
The IJA has to defend vs. a good US force that wants to exit a certain amount of VPs, and can choose two possible routes (board43 road or board 38 road. The US has some precious trucks that are easy prey but big VP spenders. Interesting terrain feature: about half of board 43 is bamboo or hemp (similar to bamboo). From behind some very annoying partisans are attacking the rear of the IJA force. This scenario nicely reflects the fighting of a well armed vs. a well hidden foe. The US will never poke them all out, and they will pay for everyone they did not poke out.
Advantages:
IJA: TIME, Delay, HIP (AA, AT, INF, 4 pillboxes with occupants, normal allotment, any number of TH-Heroes), chokepoints on board 43, almost free LOS on the important parts of board 38, DCs, no need to survive = fight to death in the endgame, pillboxes, concealments.
US: FP (TM of the US army), a 105 Gun M4, M4A1, canister, Mr. 9-2, HTs for exploiting, guerillas.
Disadvantages:
IJA: Need to cover a broad front in very thick terrain (lateral movement difficult, extreme west needs cover but units there cannot really change positions due to vast OG to traverse (a single US MG or HT with infantry around 38R2/R3 is awful), stubborn fire fights favours US, scarce and bad leaders.
US: Trucks (valuable but weak, slow on non-roads), time-scale, BS road hexes, minimum road cost of 1 MP.
IJA setup gives vast of different possibilities. The US player has a tough time-scale. Even when he thinks he is good in times is is possible not. The last meters are the hardest. Once the wrecks pile up on the roads, MP costs will go up at alarming rates, and having to circumvent costs awful MPs. A competent IJA player will keep parts of his force HIP, just to keep the US guessing. A pillbox with MG in 38H10 (CA I9) will take care for the extreme exit (38I10), and is able to cover the important hex 38H1. No matter what approach the US will take, this MG can lay down a FL (I10 to Q6), an alternate FL H9, I9, I8....M3, or H9 to H1.
A pillbox in 38I3 (CA H4) covers the approach to the above pillbox, can lay a FL along the I column including the fist exit hex I10, cover the road D5, C6. There are some nice buildings for the AT Gun. If you are a gambler you can setup the AA in J10. It has a splendid LOF, and can prove to be very useful in the endgame.
The little city on board 43 should be used to slow the US down to a halt. Defending and falling back, fighting very determined for the chokepoint 38 K10 will give the US some headaches. The bamboo 38 P2 (or some location around here) should hold some HIPsters. The US can attack along board 43, and than use the road in the center to turn around and go for the other side. Care has to be taken not to have HIPs in the extreme north. The guerillas, who are too weak on their own to attack the IJA without help, will scan terrain as much as possible. Take care to protect all routes that will lead to your HIP Guns.
A nice idea is to have HSs with DCs HIP on first floor of M9, O7 or O8. These guys can do lots of things. First they can throw the DC out of the window, and they are evil in cutting rout routes. The US needs to check those locations (which means it could be a good idea to leave building O7 empty on the first floor :)
Don't forget that the IJA has 8! TH-Heroes. I would at least put 4 of them already HIP in positions to create interlocking zones of controlled road hexes where you think the US tanks will halt for fighting. Of course that way some will be wasted, but watch the US when he is entangled in a firefight and a TH charges (or even worse - uses the APh to come out and try to get the metal beast). Even if the US is paranoid, it is impossible to check out all those locations that could hold such a guy. Of course the US player can minimize risks, but be sure this will make him sloooow. So slow, that the TH heroes do their duty even if they do not come into play. If your TH-Heroes are setup bad, and your opponent is ignorant about the possibility to set them up HIP, it is a good idea to unleash a guy at a good opportunity, just to provoke paranoia. Don't forget that you cannot setup DC heroes HIP, only the "normal" ones.
38 D7/E6 buildings are important! man them! And take care to have the force here to hold the guerillas at bay should they try for stunts. Play for time, hammer that in your mind. Time is a big ally, and a US that has to rush in the endgame is ready for doom. Consider even to put guys right onto road hexes, this will hinder the trucks very much.
Keep units HIP at all costs. Once the US know who is who and where is who, things are quite easy for him. And mind the guerillas. In the edgame they can be used to approach your positions reckless. They are completely expendable as they do not deliver VPs. They can be used to hinder SFF, eat up FP, go into CC. A good US player will keep as many of them as possible until the endgame is afoot.
I won't discuss the setup any further as I think you got the idea. Delay as much as possible and wait for the finale, then strike.
For the US there isn't that much to say. Biggest decision is if they do a splitting. I would concentrate on one side, use maybe some guys to harass the IJA on the other and decide later which way to go with the reinforcements. Until they are in, the IJA is bound to sit tight (well almost). Keep in mind that an evil IJA could have a squad with e.g. an LMG HIP way forward. So parking your trucks unguarded is a bad idea. Even moving them is a matter of guts. OTOH he who don't move won't exit.
Well, this isn't a real AAR, I just wanted to get some of you guys out of the holes to give your own insights and critics about what I said above. I have played this one now three times. Won once with each side, and lost once with the US. It is a very cool scenario. And the last stage of it is usually hell on earth (aka PTO). A wreck in the wrong place means awful delay, so as the US play it as if the game were a turn shorter, you'll still be on time pressure.
PS, this scenario takes quite a long time to play, it is a good idea o plan the setup before meeting. But it is well worth being played. A goodie of the action pack.