2026年6月12日金曜日

Battle of Imaichi (Chronicles of the Tosando - The Boshin War: Tactical Battalion-Scale Combat) AAR part4

 - Turn 4

 The Shogunate coalition pushed a red New Government unit back into Imaichi. The latter immediately counterattacked, but to no avail. Using  Direct Command chit, one of the two coalition units assaulted the unfortified Imaichi hex and succeeded once again, leaving the red defender Suppressed. Meanwhile, the coalition dispatched two units to the east to intercept enemy reinforcements expected to arrive next turn. The New Government forces in the center of the battlefield continued to harass the enemy's flank.



- Turn 5

 The New Government reinforcements (a red unit and a beige one) arrived from the east. The first chit played was the New Government Direct Command, which they immediately used to rally the Suppressed red unit in Imaichi. Had the coalition Combat or Direct Command chit been played first, the coalition could have driven the defender out and occupied the hex. The coalition launched another assault on that hex anyway, but a successful counterattack by two New Government units forced the elite dark blue coalition unit to retreat in a Suppressed state.

 With the tide of battle turning, the coalition withdrew the Suppressed unit to the north side of the river. This river crossing forced the unit to undergo a Cohesion Check, because a Suppressed unit has only 1 MP, meaning it had to execute an All-out Movement (全力移動). Fortunately, the retreating unit boasted a Cohesion 練度 rating of 4, the highest in this scenario, and with support from an adjacent friendly unit, it easily passed the check.



 In this scenario, the coalition needs to evacuate its units to the north side of the river. Any units remaining on the south side at the end of the game are still considered safely retreated if they can trace a Line of Communication (LOC) to the north. However, if that LOC does not pass through a bridge, and/or if the units are still within an enemy FZ, they must undergo a Cohesion Check. Any failed checks award Victory Points (VPs) to the enemy. This rule means the coalition must maintain a clear path to a bridge and ideally keep their distance from the enemy. Yet, the unpredictable chit-pull system makes conducting an orderly retreat exceptionally difficult, mirroring the chaos of a real battlefield retreat.

 Both sides earn VPs by controlling the hexes of Imaichi at the end of the game, which explains why the coalition had been persistently assaulting one of its hexes. VPs can also be earned by inflicting strength losses on the enemy. However, the coalition’s pressing need to retreat made it difficult for them to execute a sustained, powerful attack, while the New Government failed to gain an absolute upper hand even with their reinforcements. Consequently, neither side was likely to inflict significant casualties on the other. Furthermore, the unpredictability of the chit-pull system reduced the possibility of launching successive, heavy attacks.


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Battle of Imaichi (Chronicles of the Tosando - The Boshin War: Tactical Battalion-Scale Combat) AAR part4

 - Turn 4  The Shogunate coalition pushed a red New Government unit back into Imaichi. The latter immediately counterattacked, but to no ava...