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Matt dabbles in games other than BKN
too it seems. |
Let's see ... I know I read that rule
somewhere. |
It's never too late to learn ...
This was the sixth Empire of the Sun tournament and
the the first Class B status since its debut. This year we had
a rebirth as it were with more than double the average entrants
of the last five years. Could it be that running a Demo and Class
B status is that effective? Mark Popofsky became a two-time champion
in 2010 and it is his account of the Final that follows:
As always, Mark Herman made the 1st round a teaching period
with new players paired against veterans for the '43 scenario.
Following a more competitive second round (after which a few
players dropped out), only three-time defending champion Dennis
Culhane, Pablo Garcia and Mark Popofsky remained standing. All
won their second round matches (also the '43 scenario) decisively
(Mark with 16 Points and Dennis with 14 while playing Japan;
Pablo with a score of -6 playing the U.S.). Following some debate,
Mark Herman took Dennis' suggestion to dispense with a semi-final
and have Mark, Pablo, and Dennis compete in a 3-player round-robin
of the '43 scenario, with two victories or net score determining
the title. Mark won the random "bye" and Pablo and
Dennis squared off first. After the first turn (which included
Ukagi) Pablo had wiped the USN off the board, and Dennis graciously
conceded the match to Pablo and declared that he would surely
come in third in the resulting round robin. Thus, Pablo and Mark
agreed to play the '42 Campaign for the championship (as it should
be -- we feel '43 has some extreme luck; witness the Pablo/Dennis
match). A random roll left Mark in command of Japan and Pablo
the Allies.
Sometimes as Japan in the EoTS '42 Campaign (and of course
as the Allies, but it hits Japan harder early), the cards do
not cooperate with plans. As will be described below, this was
a game where it was immediately obvious Japan would be on the
strategic defensive - save a possible thrust to close the Burma
Road - the whole game. Such games are not in my view "fun"
for the Japanese player, but they are tense, educational, and
even winnable nonetheless. This was such a game:
1942: Japan Stumbles and Allies Build Up
Japan's Turn 2 draw included one offensive (Naval Battle of
Guadalcanal), some resource cards, Tokyo Rose, and some other
1/2 OCs. First play saw Japan take advantage of the Naval Battle
of Guadalcanal's battleship bombardment rule to eliminate all
A/N in the DEI theater, saved a flipped MA air. Allies played
ABDA in Kendari to force Japan to take Balikpapkan and Makassar.
After an Allied pass, Japan concluded that the best Turn 1 strategy
was to try to exile the Allies from as much of NG/Solomons area
as possible and set-up a first-card Turn 2 DEI conquest (taking
DEI would have meant foregoing NG). Thus, Japan used OCs to take
out MA Air, Tjalitjap, Medan, and Port Morseby (after a 9-12
landed in Lae on a 3OC), and occupy Biak, Sarong, and Teleok.
Japan's clear Turn 1 Mistake was to hurl the SS X at a redeployed
Wake Marine X in Guadalcanal rather than use the card to take
more of the DEI. The Marines held the 'Canal on the 1/10 chance.
Pablo's last card was WIE, which moved the marker positive. Showing
that WBC is not a precise-play environment where perfect planning
is possible, Mark left three ASPs unused for Japan; and with
a positive WIE level, all Allied reinforcements were about to
show up, threatening to wrest the strategic initiative. Indeed,
the Allies deployed massive reinforcement to Gili-Gili (the only
unisolated NG port left), 'Canal, Darwin, and the CBI.
Japan got no offensives Turn 3 - and more resource/reaction
cards - and still had all three SE Asia regions (Philippines,
Malaya, and DEI) to conquer. First play Japan finished off the
DEI with an assault on Tarakan and grabbing the remaining resources;
Manila followed and A/N action reduced Malaya to the flipped
Aussie XX holding Singapore, which fell later in the Turn and
forces also shifted toward Burma. Meanwhile, the Allies spent
the Turn setting-up to make PoW Turn 4 (moving adjacent to Japanese-held
Port Morseby and Lae), while reinforcing Kendari with the NZ
XX to ensure that ABDA, even if isolated, was not wiped off the
map. Allied A/N attrition began, with the Soryu sunk in a now-isolated
Rabaul. And the Allies played two more WIE cards to move the
marker to a maximum +3.
With even more Allied reinforcements about to show up, Japan
concluded that this game would be all about an effective "hold
out" strategy: prevent victory by conquest of Honshu, Blockade
(cut Japan off from all resources end of Turn 10 and through
Turn 12), or Atomic victory (which requires Tojo/Manchuria sequence,
B-29s to hit each turn, and Japan reduced to a single resource).
Japan thus planned to hold the inner-perimeter islands
Marcus, Saipan, Palau, Iwo, Ulithi and to try to cut the
Burma road, all in the hopes of preventing the first B-29 from
bombing, which would remove the possibility of atomic victory.
The IJN and IJA would reaction opportunistically and slow the
Allies, but otherwise remain a force in being. Indeed, after
the consequence of Lae on Turn 4 (described below), the Allies
eliminated no Japanese army ground step in an Allied offensive
until the very end of Turn 10; and the IJN withdrew to bases
in the Philippines, Saipan, and Home Islands.
Turn 4 cards gave Japan finally a force card, some good resource
cards (air and naval replacements; escorts), Doolittle retaliation,
and little else. Japan used the force card to promptly wipe the
Kiwis/ABDA out with a 3-division force card assault and finally
took Malaya, while moving KOR and four other 18-12s/20-12s to
the CBI in the hopes of getting Turn 5 offensives to move toward
the Burma Road. The Allies made PoW by taking Ponape and Kusaie,
as well as Lae and Port M. With Ponape, Kusaie and Hollandia
all now bases for long range bombers, Truk, Saipan, Palau, and
Ulithi all could be "pinned/smothered" in USN offensives,
and the IJN fell back - but not before the Allies launched Galvanic
at a Yamato-led stack in Saipan. The Allies achieved only a .5
result and Japan killed three carrier steps with a critical hit
back. With most of the IJN and Japanese air pulled back, the
Allies could not engage in substantial attrition with their air
units. Allies pulled Manchuria - for the first of three times
- to reshuffle.
1943: Japan Collapses the Bag and Allies Move Up
The reshuffle started a run of several turns of good Allied
cards; which was followed by a second reshuffle as Manchuria
was drawn again to produce yet more good Allied cards. Indeed,
the Allies played Flintlock, Iceberg, Forager, etc. multiple
times in the mid-game. And with WIE still positive, Turn 6 saw
the USN show up, although the escort event saved Japan from US
subs. Japan got no offensives with which to launch the hoped-for
operations to close the Burma road (too risky to do on OC plays
with the CW set up for strong ground reaction), but did put the
Allies under ISR. Indeed, from Turn 6 on, the Allies were under
ISR the entire game. Turn 6 saw the Allies take islands around
Kwaj to make PoW, but confront problems in the Vogelkopf: a Japanese
reaction invasion with a 4-6 X foiled the Wake X's attempt to
take Biak after the Japanese pulled out; that same 4-6 X then
landed behind a US 22-12 advancing on Vogelkopf overland to put
that US Army Corps out of supply! That forced the Allies to divert
more troops toward the Sarong area as well as expend OC plays
to force Japan to withdraw from the area, as the attrition cost
of hanging around would prove too high. The Allies made PoW again
(more islands in Marshalls; Kwaj.); but except for another surprise
attack on a forward IJN force in Ulithi, were not generating
significant attrition. Japan finally got WIE cards and the marker
moved negative and the Panama Canal closed for good measure.
Turn 7 - Japan's last chance to strike for Burma - again saw
the card Gods give Japan insufficient resources to do the Job
(no Offensives). Japan accordingly started staging ground units
back to the home islands and Korea, while dispersing the fleet.
The USN then began a series of raids to try to whittle down Japanese
air/naval forces in the forward defense area (Saipan, Palau,
Ulithi), and took advantage of Japan's withdrawal from Kendrai/Sarong
to start a US Army/Army Air Offensive toward Davao. Tojo showed
up as the last card of '43, causing a Japanese reshuffle and
- Japan hoped - making atomic victory less likely.
1944: The Year of Attrition
Turns 8 and 9 - most of '44 - saw the Allies hammer the fairly
intact Japanese A/N forces everywhere from bases in the Marshalls,
Biak, and Hollandia. The Allies did not test the land defenses
- 18-12s - in the inner perimeter. Meanwhile, the US Army and
Army Air pushed on Davao from Biak, Sarong, and Kendari, which
Japan had abandoned with the US Army Air showed up in Timor.
The second reshuffle led the Allies to get a big surprise attack
card again, as well as large offensives. Disciplined Japanese
play at this stage of the game is generally not to react even
when an opportunity to hurt the USN presents itself: EVERY Japanese
A/N step is critical, and the USN could not meaningfully be dented.
But, of course, it is hard to just take it turn after turn and
the IJN occasionally reacted and hurt BBs and CVs (you have to
have SOME fun). The 3-4 extra Japanese A/N step losses that generated
were important in the end game, as we will get to.
By Turn 10, Japan still had a very sizable A/N force intact;
but Japan that turn made two big mistakes. First, in an oversight,
Okinawa had been left without a ground unit - even when the home
islands were now literally overflowing with IJA troops (we debated
whether putting some limitation on Japan strategic transport
from '44 onward made sense; in this game, Japan started pulling
troops back in '43; the big effect would have been to prevent
shuffling the last few game turns (late '44/'45); given this
game was close, we are undecided, but leaning toward some limitation,
although more generous than the existing optional rule).
Second, too optimistic that Tojo would not show up again even
as the B-29s hit, the Japanese evacuated the lower DEI resources
and CBI completely, with only Seoul, Manila, and Borneo held.
Given the very large ground force assembled in Japan, this was
unnecessary. Pablo promptly punished me for this by landing the
Brits in Cam Rahn Bay, but did not spend operations taking the
open resources. Pablo assumed he had to take Honshu to win, and
instead focused on A/N attrition and sneaking into Okinawa. Importantly,
Okinawa was out of supply and the two Marines there could not
be flipped full Turn 11; but the Allies had their 2d B-29 base
for Turn 12, and Japan's air was starting to thin. Japan withdraws
from Davao - where a 22-12 had landed adjacent, and the Allies
took that key base, but leave Leyte and Manila heavily defended
as a hedge against atomic victory (blockade victory no longer
possible).
Operation Downfall, Tojo and the Great Deception
Turn 11 proved pivotal. The Allies got Okinawa in supply by
unleashing Olympic/Coronet to wipe out most of the remaining
Japanese A/N forces with 14 activations. The Allies then played
the ISR-ender that permits a redraw to pull Olympic/Coronet back,
although Japan immediately put the Allies under ISR again. After
a few more massive Allied Offensives Japan simply could not cover
all the Honshu ports with A/N forces. Thus, penultimte card Turn
11, the Allies used Olympic/Coronet to hurl four US Marine XXs
against Osaka! Three survived beat-up to take the place after
bombardment obliterated an 18-12 stationed on top of the intrinsic
garrison. With Okinawa in supply and Osaka taken, Japan pulled
remaining ground forces back from still-held Palau, Ulithi, Saipan,
Marcus and Iwo. Japan then made another brain-freeze of a mistake:
Playing a Kamikaze - more for the fun of it then anything else;
hard to take the punishment - against Coronet, which brought
- you guessed it - Tojo into Japan's hand. Japan was thus forced
to play Tojo end of Turn 11, and the Allies knew atomic victory
was still possible Turn 12. Had Japan not played the reaction
card, Tojo would have shown up, but the Allies would not know
that until well into the last turn. The Allies left only a (7-10)
CVL on Osaka - which will prove important on Turn 12 - and the
turn ended with a single Japanese air unit in the Home Islands,
stationed in Kure to keep communications with Korea and permitting
play of Japan's last stormed up replacement. The last Allied
card was spent to redeploy Halsey to Davao to secure communications
to Honshu.
Turn 12: Allied B-29s, both bombing together for the first
time, roll 9 and 8 - so taking the second B-29 base mattered.
Japan plays an FO to reposition assets, including bringing home
some out-of-position forces. The Allies begin with Operation
Ash against Japan's last two A/N units. Japan assumes this means
the Allies do not have Manchuria and that nuclear victory is
no longer possible. So, Japan promptly abandoned Manila and Balikpapken
to beef up the ground forces in Honshu to three-deep ground units
per hex. This was needless - the Allies were unlikely to have
taken Honshu under ISR in a single turn - and, more importantly,
foolish: Pablo had pulled a deception; and I had taken the bait.
For Pablo then promptly took Manila and positioned forces to
take other resources and positioned air to prevent Japan from
sending forces back from the Home Islands. He had gotten Manchuria
in his last hand for a third time!! If he takes all the resources,
save heavy-guarded Seoul, he would win. But Japan had two aces
left:
First, Japan drew Colonel Tusgi Turn 12. Japan planned to
use when the Allies took Kyoto (as few A/N forces can be positioned
there; usually Tsugi cannot really be used against a port overflowing
with the USN), but seeing now that they need not advance further
into Honshu, Japan threw the Kyoto garrison - covered still only
by the (7-10) CVL - led by the Colonel into Osaka! The US Marines
were thrown into the sea. All four Marine divisions now occupied
the dead pile. This proved important because the Allies were
then left only with the US Army - all two-step units save the
airborne XX - to try to take the resources needed to win.
Second, Japan had an 18-12 sitting on a still in-supply South
HQ (Allies had not taken Hanoi). This 18-12 promptly walked to
Kuantan after the Allies' Manila play!!! (and Japan held Tokyo
Express, which would have permitted shipping the fellow to Medan!).
Thus, with three cards left (plus the mandatory Manchuria event),
the Allies needed to take three contested resource spaces --
Miri, Tarakan, Kuantan and five open ones (Medan, Sumatra,
Soerbaja, and Balikpapken) for atomic victory. For this, the
Allies had nine ASPs, but only CW and US Army forces. Without
the cards needed to do all this, Pablo conceded. It was a near-run
thing for Japan; had Japan left 9-12s in the open DEI resources
and Manila, the margin would have been greater.
A great game and many lessons learned.
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Nope ... it doesn't look any better
from up here either. |
The good thing about CDWs is you can
always blame the cards. |
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