- Turn 3
The coalition played Direct Command chit, and one dark blue unit assaulted Imaichi. Defying the steep odds, the attack succeeded, and the red defender became Suppressed.
In this game, when the number of successful hits exceeds the defender’s successful defense rolls, the defender must absorb the difference through retreat, SP loss, and/or becoming Suppressed. The Suppressed status represents a unit being pinned down by enemy fire or suffering from a breakdown in the chain of command, rendering it temporarily ineffective. However, the New Government forces quickly rallied the Suppressed red unit and launched a counterattack with another red unit against one of the besieging coalition forces. This counteroffensive succeeded, forcing the coalition unit to retreat.
Anticipating the arrival of New Government reinforcements from the east, part of the coalition force redeployed eastward to protect its rear. Meanwhile, the two New Government units positioned south of the town attempted to flank the enemy. Yet, hampered by their limited movement capability, they were unable to move adjacent to the coalition forces.
One of the most distinctive features of this game is the Fire Zone (FZ) system. Instead of the traditional Zone of Control (ZOC), each unit exerts FZ into its surrounding hexes. This FZ heavily restricts enemy movement: entering or leaving an enemy FZ requires a unit to expend additional Movement Points (MPs) equal to the Firepower 火力 (FP) of that enemy unit, on top of the standard terrain movement cost. Given that the base movement allowance for most units is a mere 4 MPs, this effectively locks down enemy maneuverability. If a unit lacks the necessary MPs to make such a move, it can opt for an All-out Movement (全力移動). However, doing so forces the unit to undergo a Cohesion Check. According to the designer's notes in the rulebook, the FZ represents the suppression range relative to the effective firing range of infantry rifles. The FZ restrictions simulate the tactical difficulty of deploying into combat columns and engaging in a firefight.
Interestingly, in this game, attackers never suffer casualties during actual combat resolution, regardless of the odds or how formidable the defensive position is. Instead, the deadly nature of defensive fire is abstracted through the difficulty of entering an FZ and the risks of All-out Movement (全力移動), which can inflict severe damage if a Cohesion Check fails. Furthermore, FZs play a critical role during combat aftermath. A defender can choose to retreat to mitigate damage, and a victorious attacker must advance into the vacated hex. In both instances, enemy FZs must be respected. If a retreating defender or an advancing attacker is forced to execute an All-out Movement (全力移動) through an enemy FZ, they must pass a Cohesion Check. Failure results in taking damage. Consequently, an impetuous attack, even if apparently successful, does not always yield a favorable outcome for the attacker.






