Next War: Taiwan - Taichung 1

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A third game of this title, moving up the coast this time.

In an intense 2 weeks, the PRC managed to completely boggle up their invasion of renegade province Taiwan. It didn't help that the PRC marines failed to establish a beachhead allowing sea transport, nor defended the port that the 44th Airborne captured. Of course the storm which blew in the start of the second week tanked the whole project: all air capacity grounded, all seagoing and amphibious hiding in port until the storm blew over. At that point, ROC finally removed its ah er from its you know and paralyzed PRC forces already on the island. In game play it turned out to be a draw as the ROC, in fact, played just as bad as PRC. Someone once said it's often enough to just not be stupid. Sadly, neither side could muster the wit.

AAR

Many things to discuss, more than I'm willing to take the time for here and now. Here are a few:

  • Naval movement and transport. As the PRC player, I really botched this. The rules aren't that clear, but they're not that bad either. It's just a complex sequence to move between Holding Boxes, Inshore boxes, At Sea hexes, and beach assault hexes.

  • Air support: used it once for PRC, ROC did not use it at all. Only did one airmobile movement as PRC. We did however roll for Air Defense when it was appropriate.

Here's the situation at the end of Turn 3:

Taichung Turn 3


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