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AAR - Prothero's Hook

Critical Hit 61


This time it's CH61 "Prothero's Hook" from The Topp (A well-known colourful Australian ASL identity). The Aussies are attacking the Japs along the Board 39 ridge. This time I pick the Japs. I set up the 1st line of defence on hexrow BB, with the fortifications and gun around the saddle. Several setup options here, so check it out for yourself, I just telling you what I did, not relating a killer defence.

The Aussies set up most of their troops in the Northern Kunai field with a platoon moving up the Jungle hillside. The mortars have no smoke, but get hits on my guys in the treeline and I'm starting to wither. Little movement on Turn 1 as the Aussies wait for the OBA. In the centre, the Aussie Platoon assault moves and then advances onto a Jap squad that can't hit squat. I have considered this, and hope that advancing uphill against Japs in the jungle will be an ambush, but the stealthy, well led Aussies don't oblige but flop their 3:1 CC attack. The Jap 1:1 also come to naught. The Jap Turn 1 I pull eveyone back from the treeline, and advance another squad into the melee for a 1:2 HtH CC. The Japs kill everybody, but the Aussies only take a HS. Suddenly the southern flank is clear, 25% of the Aussies destroyed, including the best leader. At this stage I think the game is over.

In my turn 1 the Aussie OBA attempts to place smoke, but draws a red chit when he attempts to place it on unknown enemy unit. This seems a bit odd. Is this correct?

In Turn 2, the Aussies picked it up and ran around the flank and straight at my Gun position. No problem thought I, there is the support unit in an adjacent Trench. But, alas, when I check my setup, this unit was moved to the other end of the trench line. Why did I do that I curse myself. Suddenly, the game looks very much an Aussie victory as the crew fire, fires and fires without result. Fortunately only one squad can come up the trail since everyone doubletimed and the crew holds out.

My Turn 2, every Jap comes racing back except one squad and a leader to delay some Aussie slow movers. A squad loses HIP to race through the Trenches and advance into the Gun position. At 1:1 HtH the Japs don't miss, but the Aussies do again! The Gun is secure. The OBA observer has been caught in the open, been wounded and is slowly low crawling towards the kunai.

On Turn 3, the remaining Aussies around the Gun position fire, then adavnce into the Gun position, but again fail to kill in CC. In between fire and CC the Gun gets off a shot (at the wounded observer) and malfunctions (serves me right for shooting cripples!!). The lone squad and leader also become embroiled in CC, also to no result.

In my Turn 3, the Japs continue to move back to the exit zone, but little of note happens until CCPh, when the Japs again eliminate the Aussies in the Gun position, again without loss. The only good news for the Aussies is that they eliminate the hold-out squad and leader.

At this stage, the Aussies have only 5 squads left, with one wounded and broken leader who is under fire. They have failed to turn the flank, and the Jap fortification line is fully manned. They give up and withdraw for another day!

This scenario is certainly more closely balanced than it seems. For starters, the Japs won 3 out of 4 HtH CC, losing only 1 HS vs. 7 Aussie squads and two leaders. The first CC victory was a critical gamble on my part, and a I was lucky to kill and survive. Even after that the Aussies still came close to winning, but were again denied by CC. Without doubt, advancing up jungle hillsides is very tough on attackers.

I also credit this scenario with plenty of replay potential. There are at least 3 possible Japanese defences (Forward, Saddle, Exit Zone) and 3 Aussie attack paths (North, South, Center). With 3 mortars and Smoke OBA, this was critical for the northern slopes unless the defender mis-remembers his setup!! *****

Mark McGilchrist


AAR 2:

I just finished playing Frank Amato in CH61, Prothero's Hook. This is a little PTO scenario from Critical Hit! pitting eight Japanese first-liners against twelve elite Australian squads in New Guinea. The Allies must come up the board 39 hill and exit 10 CVP to win.

The Japs get a couple MGs, two pillboxes, and a 75mm INF. The Aussies receive three each LMGs and mortars along with 88mm OBA.

I hid a pillbox forward in BB8, hoping that it would cover my south flank against the enemy advance. The second pillbox played goalie in R6 to catch any men sneaking through. My HIP squad went in Z3 to thwart rushing around my north end. My remaining squads set up concealed forward on the hill.

The Aussies set up on three fronts - north, south, and center. Two mortars on the north did some recon by fire and found (and CRed) my HIP squad on the first turn. Careful probing on the south uncovered the pillbox as the occupants blasted the encroaching force.

The attack in the center melted away as the Australians worked their way along either board edge. The threat of OBA kept my squads hiding in the jungle on the north side of the ridge while my 9-1 with two squads and LMG kept the south side force under cover or routing away.

We each had our share of luck. My INF started opening up on his north side advance from S1. It managed to break the main threat. On the subsequent rallies, however, Frank generated two heroes and turned a HS fanatic. I eventually broke the gun during IF at the heroes I had made for him. :(

His south side was having considerable trouble getting across the open ground despite never missing a smoke grenade attempt. His only -1 leader was wounded after boxing his rally attempt, and missing that modifier hurt throughout the scenario. Midway through, I pulled everyone back the hilltop toward the exit area in preparation for the goal line stand. I left a concealed HS forward, and they ambushed and eliminated an enemy squad before succumbing to withering fire the next turn.

As time ran down, I bungled the repair attempt on the gun, so the crew was taking potshots using their measly 2FP. It was just enough to delay the Australians, though. With my forces pulled back, he had to come up the hill at me. I broke his south side advance, and tied up the north side in melee. That left him with just 6 CVP in a position to exit, so Frank conceded.

This was his first - my second - PTO. It's a good introduction to the frustration of limited LOS and the thrill of HtH CC. The 10 CVP exit requirement seems reasonable, and the hill mass offers several avenues of attack depending on the Jap setup. We both recommend it.


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