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Jokull
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All the right cards (How to win Japanese Counter-Attack) Fri, 17 February 2012 01:17
With not even favorable dice.

But the cards...

http://www.daysofwonder.com/memoir44-online/en/battle/?id=28 417276
      
sdnative
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Re:All the right cards (How to win Japanese Counter-Attack) Fri, 17 February 2012 01:24
Jokull wrote on Thu, 16 February 2012 16:17

With not even favorable dice.

But the cards...

http://www.daysofwonder.com/memoir44-online/en/battle/?id=28 417276



Looks like your dice were pretty good too.. Smile
Your cards were good so was your opponents cards, His tactics could have been better also darkness being at 1 hex for 10 turns probably did not help him.
Great job showing what a few hardcore IJA soldiers can do! Smile

[Mis à jour le: Fri, 17 February 2012 01:41]

      
Jokull
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Re:All the right cards (How to win Japanese Counter-Attack) Fri, 17 February 2012 02:06
My dice average was under par, but I had a LOT more than the Marines
      
tank commander
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Re:All the right cards (How to win Japanese Counter-Attack) Mon, 18 March 2013 00:29
The biggest factor in that game was the range of 1 (and later 2) which allowed you to move your infantry up without fear of ranged arty fire. Seeing so many Japanese infantry advance so close to the Marine baseline is very unusal.
      
Artimon
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Re:All the right cards (How to win Japanese Counter-Attack) Mon, 18 March 2013 10:17
well done Jokull.

You had benefited of 2 key factors to win :
1) The more important for me in this scenario for the Japanese : the night. It's the best partner for the Japanese as Marines have an important range fire power, lethal once day raised.
2) Lots of good cards on only one sector, allowing you to concentrate your attack on several turns with all the units on this sector.
      
    
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